I've always thought RAW inspiration is a bit flawed-- as a DM I usually have enough going on that I often forget to award it, and as a player I often forget to use it. All in all, getting advantage on a roll is reasonably easy to do through a bunch of other methods, so inspiration sometimes feels a bit redundant. I'm creating a deck of cards for my players to use the new variant inspiration system, 'cause I think it's a fun twist on the original concept.
Anyway, this new variant has 22 cards, based on the number of cards in the original deck. TBoMT also includes a new, 66-card expanded version called the Deck of Many More Things.
I'm keen to try and create an expanded version of the inspiration card system that includes all 66 cards. While I'm sure I can bang out a bunch of these myself, I'm interested to hear any ideas that people may have for inspiration cards based on this new deck.
The 22-card inspiration card deck can be seen in the first link above, but includes effects like "take an extra action on your turn", "gain resistance to damage you just took until your next turn", "deal an extra 1d6 fire damage" along with the usual advantage and reroll type of effects.
I assume that posting the entire list of cards and detailed effects from the new Deck of Many More Things could be considered a bit piratey if you don't have TBoMT, but maybe if I just post the list of card names, that could be enough to go on? For what it's worth, not every card in the new variant system is exactly tied to the original deck's effect-- most of them are just related to the name of the card-- and not every card in the new Deck of Many More Things has a particularly obvious relation to its effect (Aberration is about telepathy; Bridge is about time; etc.)
3. Book: For the next minute, you can immediately understand the intent of words spoken in a language you don't understand.
17. Giant: For the next minute, you have advantage on Strength checks and saving throws, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
36. Statue: As a reaction, when a creature makes a melee attack that hits you, you gain a +1 bonus to your AC, including against the triggering attack. This lasts until the start of your next turn.
As a few examples of minor effects I thought of:
3. Book: For the next minute, you can immediately understand the intent of words spoken in a language you don't understand.
17. Giant: For the next minute, you have advantage on Strength checks and saving throws, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
36. Statue: As a reaction, when a creature makes a melee attack that hits you, you gain a +1 bonus to your AC, including against the triggering attack. This lasts until the start of your next turn.