Expanded Rules for Inspiration Points
Use an Inspiration Point to make a roll an Advantage? BORING! In the World of Ara, there are more ways to use Inspiration to really shake up your game!
Reroll a D20 roll, even AFTER learning it has failed
Must be used at the time you rolled the D20, no retconning on previous rolls. Summon a powerful NPC ally to show up
DM decides the NPC and their entrance. No more than 1 party member can use this per session. Can be used during or outside of your turn as a free action. Automatic critical success on a death save
At the start of your turn, you can use Inspiration to come back at 1 hp. Empower your spell to go 1 spell level higher while still using the previous spell slot
For example, you may cast a 3rd level spell at 4th level while still burning a 3rd level slot. Recharge an Action once per turn
This does stack with Action Surge. Must be used on your turn. Temporarily give yourself proficiency on a skill or tool check for 1 roll
Does not double with skills or tools you are already proficient in. Must be used before hearing the result. Give yourself a crit range of 15-20
Must be used BEFORE the Attack roll. Give your party a safe Long Rest if camping while traveling
Within reason. I.e, cannot be used in a heavily patrolled fortress or dungeon, in a harsh environment that would normally prohibit a long rest, performing strenuous activities that do not constitute resting, etc. Swap out 1 spell with a spell of equal level
For example, you cannot trade out a level 1 spell for a level 2. This must be used on your turn as a free action. Earn treasure
The DM will roll on the treasure table. Can be used in town as a random windfall, or in a dungeon to boost the treasure within. Cannot be used while in combat.
Must be used at the time you rolled the D20, no retconning on previous rolls. Summon a powerful NPC ally to show up
DM decides the NPC and their entrance. No more than 1 party member can use this per session. Can be used during or outside of your turn as a free action. Automatic critical success on a death save
At the start of your turn, you can use Inspiration to come back at 1 hp. Empower your spell to go 1 spell level higher while still using the previous spell slot
For example, you may cast a 3rd level spell at 4th level while still burning a 3rd level slot. Recharge an Action once per turn
This does stack with Action Surge. Must be used on your turn. Temporarily give yourself proficiency on a skill or tool check for 1 roll
Does not double with skills or tools you are already proficient in. Must be used before hearing the result. Give yourself a crit range of 15-20
Must be used BEFORE the Attack roll. Give your party a safe Long Rest if camping while traveling
Within reason. I.e, cannot be used in a heavily patrolled fortress or dungeon, in a harsh environment that would normally prohibit a long rest, performing strenuous activities that do not constitute resting, etc. Swap out 1 spell with a spell of equal level
For example, you cannot trade out a level 1 spell for a level 2. This must be used on your turn as a free action. Earn treasure
The DM will roll on the treasure table. Can be used in town as a random windfall, or in a dungeon to boost the treasure within. Cannot be used while in combat.
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