Inspiration
Every character begins each session with Inspiration, which is a thing you either have or you don’t.
If you have Inspiration, you can spend it at any time to take an Inspired Action provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is “I will do anything to save a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can claim an Inspired Action.
When you take an Inspired Action, you can do one of the following:
- Gain advantage on an ability check, attack roll, or saving throw
- Give advantage to someone else’s ability check, attack roll, or saving throw, provided you are in a position to assist them directly in some way
- Impose disadvantage on someone else’s ability check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way
- Gain proficiency in a Tool or Skill related to your background for the length of a single task
- Impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Characteristics
- Make a decision that creates a significant story setback, obstacle, or hindrance based on one of your Personal Characteristics
- Turn a Skill Failure into a Critical Failure (something bad happens rather than just failing the roll)
- Downgrade a critical hit that you have successfully made to a normal hit
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