Inspiration Mechanics

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Inspiration Mechanics

Dungeons and Dragons is an inherently collaborative medium between the DM and their players. However their are some staples of dramatic storytelling that D&D does not lend itself to easily. Interventions, sacrifices, and feats of heroism are all amazing events in your story, but the rules of D&D are restrict players to a small number of set actions, particularly during combat. However this is an oft overlooked mechanic in D&D 5e that can alleviate some of these concerns, Inspiration!

Inspiration in vanilla 5e is described as a reward for good roleplay or just good gameplay. It is rewarded by the DM at any time at their discretion. A player can only have one point of inspiration and can use that point at any time to gain advantage on a d20 roll.

But these mechanics are a little dull don't you think? What if you could use your inspiration to perform certain dramatic actions not supported by the current turn based system of D&D. If that sounds good to you, then this document should be exactly what you're looking for.

Giving Inspiration

The current guidelines for giving inspiration are intentionally vague to allow flexibility for the DM. But if you'd like some more structure to giving inspiration, which may be helpful when using the expanded inspiration mechanics described below. Look at the examples below and use them as you feel necessary to make sure inspiration is given out slowly and deliberately to keep its value.

  • A player makes an "incorrect" or poor decision for the sake of character traits or flaws. This can also be an award for avoiding metagaming, such as a character casting lightning bolt at a shambling mound even though the player controlling them knows it will absorb it. eg. Tiana the Cleric spares the villains life at the last minute in an attempt to lead them towards the path of light. (Note: this should be a reward for good roleplay, not derailing the campaign for the sake of humor alone.)
  • A player succeeds on one or more improbable checks for a suitably dramatic or impactful sequence of events. eg. Erich the rogue breaks into the temple's window from a nearby roof, grabbing a chandelier hanging from the ceiling before swinging far enough to drop on to the vile drow priestess, slicing her throat seconds before her ritual would be completed.
  • A player makes a clever realization about a portion of the plot that adds a layer of complexity to the party's decision making. eg. Wei the fighter puts a series of hints and foreshadowing together and realizes that the hooded figures pursuing the party are in fact charmed townsfolk under the control of a devil, stopping the party before they kill the innocent farmers.
  • A player makes a sacrifice on the part of their character for the benefit of the party or the world. eg. Zathror the warlock holds the Wand of Orcus in his hands after the party defeats the lord of death. Knowing he could use it to garner power and fame for himself, he still gives it to the party's cleric as she has been given the ritual necessary to destroy it.

Optional Rule: Democratic Inspiration

If the above rules look like too much bookkeeping and effort during the session, consider putting some of the work into the player's hands. At the end of each session, have the party take a vote on who roleplayed best during the session. Players cannot vote for themselves. Whoever wins gets a point of inspiration. In the event of tie, the DM breaks it or decide to give both characters inspiration.

Be aware, even though this can encourage good roleplay using inspiration as a reward, some players may feel left out if they aren't quite as active roleplayers and feel outshined by others. If you feel this is happening, it might be best to ignore this optional rule and just use the examples above.

Using Inspiration

Expanding on the advantage mechanics in the PHB, the following actions can be taken by expending a point of Inspiration. Most of these abilities allow characters to react to situations outside of their turn. Excessive use of these abilities may have the opposite of the desired effect of increased drama, so judicious extension of Inspiration is encouraged if you would like to give your players these options.

Intervention When an allied creature within 15 feet of you would be hit by an attack, you can expend a point of inspiration to race in front of the attack and take it yourself. This movement does not provoke attacks of opportunity, and you interpose yourself between your ally and the attacker. You become the new target of the attack which automatically hits you regardless of the roll. The damage from the attack can not be reduced in any way.

Savior's Grasp As a reaction to a creature within 5 feet of you of your size category or smaller falling, you may attempt a DC 8 Dexterity check grab the creature. On a success, you grab one of the creature's limbs and the creature is left dangling off the ledge as you lie prone hanging on. As an action on your next turn you can pull the creature up depositing it in an unoccupied space within 5 feet of you.

Mages Duel When an enemy you can see within 60 feet of you targeting you, you can spend a point of inspiration as a reaction to cast the same spell if you have the spell prepared and expend a spell slot of the appropriate level. The two spells collide in a confluence of arcane energy and the two of you press your wills on each other. Each creature involved must make a contested Wisdom check. Both creatures continue to make checks until one has succeeded on three checks before the other has. The losers spell fails as if targeted by a counterspell and the winner's spell successfully targets the opponent.

 

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