- Increase your Charisma score by 1, to a maximum of 20.
- You gain one inspiration die, which is a d6 (this die is added to any inspiration dice you have from another source). This die is used to fuel your motivations. An inspiration die is expended when you use it. You regain your expended inspiration die when you finish a long rest.
- You learn two motivations.
Motivational Speaker: You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one inspiration die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.
Self Motivator: Your own confidence gives you a buff to Charisma checks. As a reaction, you may spend one inspiration die to add a bonus equal to what is rolled on the die to a Charisma skill check that you are making. You wait until after you roll the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails.
Previous Versions
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11/25/2020 12:19:02 AM
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Coming Soon
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