I know that some people/groups don't play with inspiration and that's cool, but I wanted to do more with inspiration. I found a list a while back, I'm not sure who created it, but I added it into my options below, so if you know please let me know so I can give credit.
But the main point of this is to try and find more ways that my players at my table can use their inspiration, as well as thoughts on what I have already. Below are the following ways I have listed so far.
Accurate (Classic): You may reroll any attack roll, saving throw, or ability check including those with advantage/disadvantage and choose which result you wish to use.
Concentrating: If you would fail a concentration check, you can decide to succeed instead.
Expeditious: You can take your turn now, changing your place in the initiative order and acting simultaneously (or interrupting if the DM allows) as those taking their turns.
Heroic: You gain a die of inspiration based on your proficiency bonus. You can add this die to any attack roll, saving throw, or ability check and this die expires after a rest. (+2=d4), (+3=d6), (+4=d8). (+5=d10), (=6=d12)
Invigorating: As an action, you may gain a number of temporary hit points equal to your level. These points are lost after a short rest.
Recovering: You may regain a single use ability that normally can only be used after a short rest.
Rejuvenating: You may spend a hit die as a bonus action.
Smiting: Before rolling an attack roll, decide to use inspiration or not. If you use it in this way, if your attack hits, it is considered a critical. If you roll a natural critical, you gain your inspiration back.
Stalwart: While unconscious and dying, you can check off one success.
Swift: You gain a special action which you can immediately use to: Make one melee or ranged attack; cast a cantrip with a casting time of 1 action or bonus action, or take the Dash, Disengage, Dodge, Help, or Hide action.
I really love this concept, and most of the options. Swift just seems ridiculous though. Fighter uses swift, then takes the attack action, which already gives them three attacks, and now they get a 4th? Additionally, I'm assuming this can't break spellcasting rules, meaning that while this is incredibly powerful, it is only so for martial classes. I would advise either listing out options (You gain a special action which you can immediately use to make one melee or ranged attack, cast a cantrip with a casting time of 1 action, or take the Dash, Dodge or Disengage action.)
Also, Expeditious should probably say "You can take your turn now", not take your action now, action being a part of a turn.
Generally instead of saying things like 'roll' its better to specify. For example for inspiration die you would want to specify "attack roll, saving throw, or ability check".
Swift just seems ridiculous though. Fighter uses swift, then takes the attack action, which already gives them three attacks, and now they get a 4th? Additionally, I'm assuming this can't break spellcasting rules, meaning that while this is incredibly powerful, it is only so for martial classes. I would advise either listing out options (You gain a special action which you can immediately use to make one melee or ranged attack, cast a cantrip with a casting time of 1 action, or take the Dash, Dodge or Disengage action.)
Hmm good point. Maybe an equivalent to an off-hand attack? As in if you take the attack option, you don't gain your bonus. OR we can swap it up to say that you gain another action, but cannot take the attack action? The only spellcasting related one I could think, asside from Swift's extra action, would be the concentrating. I didn't really want to steal from metamagic if possible lol
Also, Expeditious should probably say "You can take your turn now", not take your action now, action being a part of a turn.
Generally instead of saying things like 'roll' its better to specify. For example for inspiration die you would want to specify "attack roll, saving throw, or ability check".
I really dig this idea. Cool stuff.
Good point! I meant turn, but for some reason it came out as action lol I will edit these for clarity!
You gain a special action which you can immediately use to: Make one melee or ranged attack; cast a cantrip with a casting time of 1 action; or take the Help, Dash, Dodge or Disengage action.
This covers your combat actions, without simply granting the ability to attack multiple times as a martial combatant. Spellcasters are technically already covered since it is against the rules to cast more than one leveled spell in a turn, but clarity is good here either way.
Oh, I also just noticed that with the Concentration effect that you should alter the wording a bit. Right now it would be easy to misinterpret or to argue for misinterpretation in favour of maintaining concentration beyond a spell's duration, or through casting a second spell that requires concentration, as opposed to failing to maintain it due to damage. Maybe "If you would fail a concentration check, you can decide to succeed instead."?
You gain a special action which you can immediately use to: Make one melee or ranged attack; cast a cantrip with a casting time of 1 action; or take the Help, Dash, Dodge or Disengage action.
This covers your combat actions, without simply granting the ability to attack multiple times as a martial combatant. Spellcasters are technically already covered since it is against the rules to cast more than one leveled spell in a turn, but clarity is good here either way.
Oh, I also just noticed that with the Concentration effect that you should alter the wording a bit. Right now it would be easy to misinterpret or to argue for misinterpretation in favour of maintaining concentration beyond a spell's duration, or through casting a second spell that requires concentration, as opposed to failing to maintain it due to damage. Maybe "If you would fail a concentration check, you can decide to succeed instead."?
Yes, I really like your edits! I changed them. I also added a spell with a casting time of bonus action, as well as the hide action.
Were there any other options to be added that you could think of?
Looks pretty good on paper. I'm going to give my players these options on Sunday, they've all had inspiration for a couple of levels and have never used it, so hopefully something in here will spark a cool moment. I'll let you know if anything fell flat at the table, or if there's anything that came up.
Looks pretty good on paper. I'm going to give my players these options on Sunday, they've all had inspiration for a couple of levels and have never used it, so hopefully something in here will spark a cool moment. I'll let you know if anything fell flat at the table, or if there's anything that came up.
Really cool idea, nice work.
Yes, please do! Any beta testing, as well as if your players are like can I do this with inspiration, spread that here and we can grow the list!
Just implemented this in my game and the players love it!
I have them numbered though and get them to roll when I give them inspiration, otherwise it's too much to remember and will never be used.
Our Monk was lucky enough to get Swift, and used it for an extra flurry of blows which did massive damage! Bit OP in that regard but wouldn't get it all the time, so I reckon it's awesome.
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I know that some people/groups don't play with inspiration and that's cool, but I wanted to do more with inspiration. I found a list a while back, I'm not sure who created it, but I added it into my options below, so if you know please let me know so I can give credit.
But the main point of this is to try and find more ways that my players at my table can use their inspiration, as well as thoughts on what I have already. Below are the following ways I have listed so far.
Edited for clarity.
Published Subclasses
I really love this concept, and most of the options. Swift just seems ridiculous though. Fighter uses swift, then takes the attack action, which already gives them three attacks, and now they get a 4th? Additionally, I'm assuming this can't break spellcasting rules, meaning that while this is incredibly powerful, it is only so for martial classes. I would advise either listing out options (You gain a special action which you can immediately use to make one melee or ranged attack, cast a cantrip with a casting time of 1 action, or take the Dash, Dodge or Disengage action.)
Also, Expeditious should probably say "You can take your turn now", not take your action now, action being a part of a turn.
Generally instead of saying things like 'roll' its better to specify. For example for inspiration die you would want to specify "attack roll, saving throw, or ability check".
I really dig this idea. Cool stuff.
Published Subclasses
I would personally advise this rewrite:
You gain a special action which you can immediately use to: Make one melee or ranged attack; cast a cantrip with a casting time of 1 action; or take the Help, Dash, Dodge or Disengage action.
This covers your combat actions, without simply granting the ability to attack multiple times as a martial combatant. Spellcasters are technically already covered since it is against the rules to cast more than one leveled spell in a turn, but clarity is good here either way.
Oh, I also just noticed that with the Concentration effect that you should alter the wording a bit. Right now it would be easy to misinterpret or to argue for misinterpretation in favour of maintaining concentration beyond a spell's duration, or through casting a second spell that requires concentration, as opposed to failing to maintain it due to damage. Maybe "If you would fail a concentration check, you can decide to succeed instead."?
Published Subclasses
Whoops, forgot about Hide! Good catch. :)
Looks pretty good on paper. I'm going to give my players these options on Sunday, they've all had inspiration for a couple of levels and have never used it, so hopefully something in here will spark a cool moment. I'll let you know if anything fell flat at the table, or if there's anything that came up.
Really cool idea, nice work.
Published Subclasses
Just implemented this in my game and the players love it!
I have them numbered though and get them to roll when I give them inspiration, otherwise it's too much to remember and will never be used.
Our Monk was lucky enough to get Swift, and used it for an extra flurry of blows which did massive damage! Bit OP in that regard but wouldn't get it all the time, so I reckon it's awesome.