Variant Rules for Inspiration
The current rules for Inspiration in Dungeons and Dragons leaves many people feeling lacking. This document seeks to provide variant rules for the current inspiration mechanic, including new ways to both reward and use inspiration.
Rewarding Inspiration
These are just someways you can award inspiration to players. Feel free to use all or none of the ways listed, but as a word of advice the uses of inspiration below follow the assumption that the party will receive an amount of inspiration associated with the table below.
| Players | Amount per session |
|---|---|
| 2-3 | 4 |
| 4-5 | 7 |
| 6-7 | 10 |
| 8+ | 12 |
Writing Backstory
Inspiration can be awarded for writing backstory for both your character and the world. Your character is an epic hero, tell the tale of their roots and how they learned their skills. A D&D world is vast, by adding details the Dungeon Master can use you can make the world feel more alive. Backstory can be more than just text, perhaps your character has written music, or you create a portiat of your mighty adventurer. A recommended 1 inspiration per every 500 words, or piece of backstory.
DM Awarded
A DM can award inspiration for good gameplay. Examples include good roleplay, acts of heroism, good player etiquette, and completing a quest.
Player Voting
At the end of the session the players choose who will be awarded inspiration. There are two rounds of awarding, the first round every player awards an inspiration to another that they believe did well. The second round is similar, but the players only receive one inspiration for every two players that awarded them. Players cannot award themselves inspiration, or award the same player for both rounds.
Spending Inspiration
Inspiration cannot be shared unless otherwise stated. Players cannot spend more than 15 inspiration in a single session.
Inspired
3 points
You have a moment of inspiration. You get advantage on any attack roll, ability check, or saving throw.
Dumb Luck
5 points
Fate smiles upon you. After you make an attack roll, ability check, or saving throw, but before the outcome is determined, you may add 1d6 to the roll. The die changes depending on your character level. 5th level: 1d8, 10th level: 1d10, 15th level: 1d12.
Stroke of Luck
10 points
Your luck is almost supernatural. After you make an attack roll, skill check, or saving throw, but before the outcome is determined, you may roll an additional d20 and select which is used as the result. If you had advantage on the original attack roll, skill check, or saving throw, you may roll two additional d20s, and select from all possible options.
Expecting the Unexpected
3 points
Your heroism allows you to respond immediately to danger. You are no longer surprised.
Fumbling Foe
10 points
Your good luck seems to hinder those who oppose you. You impose disadvantage on an enemy's attack, ability check or saving throw.
I Know a Guy
3 points
During your character's adventuring they've made many connections. Occasionally in times of need you may come across a familiar face by chance. They may assist you and the party for free, or a price (such as a favor or payment) decided by the DM.
It is recommended that you work with your DM in advance to develop NPCs, such as their personality, skills, and relationship to your character.
Spell Duel
3 points / spell level, cantrips cost 3 points
You and an enemy enter a battle of wills. When an enemy within 60ft of you casts a spell that targets only you, you may use your reaction to expend a spell slot of the same level to oppose them. Both casters make opposed spell casting checks. The first caster to win three checks in total wins the duel. The loser of the duel becomes the target for the original spell, and the spell is guaranteed to succeed.
Be Prepared
3 points / spell level
A sudden impulse brought you to prepare a spell that you would not have otherwise. You may replace a spell that you have not yet cast today with a spell of the same level that you have not prepared, as if it were prepared all along.
Power of the Soul
4 points / spell level
You dig deep and find power within yourself that you did not know you possessed. You may spend inspiration to regain a spent spell slot.
Heroic Sacrifice
6 points
Your passion allows you to act at the most desperate of times, you interpose yourself between an ally and their attacker. When an enemy lands an attack on an ally, but before damage is dealt, you may use your reaction to move up to half of your movement speed into the space occupied by the ally being attacked. Your ally must then be moved 5ft to an unoccupied space. The attack no longer targets your ally, and instead is guaranteed to hit you.
Devastating Blow
7 points
Your emotions have empowered your abilities. When you roll damage or healing for an attack or spell, you may reroll any number of the dice.
Death Sentence
10 points
You have marked a creature for death. After hitting a creature, you may choose to make the attack a critical hit.
Delay Death
7 points
As death surrounds you (as it does all things), the hope your friends give you staves it off for a few moments.
You may choose to not make any death saves on your next turn.
Last Stand
12 points
Your strength of will allows you to resist a killing blow. When an effect would bring you to 0 hit points,
you instead are brought to 1.
Spirit of the Warrior
4 Points / +1 bonus
You would give anything to protect those who are dear to you, or to strike down those who have earned your ire. You may channel your energy to give your weapons a supernatural edge. You may grant your weapon a magical bonus to all attack and damage rolls for one minute. This effect can be stacked for larger bonuses.
Change Fate
At least 15 points, from at least 3 players
You and your allies have gained favor with the universe itself. In your darkest hour, the universe may bend itself to your will. By spending inspiration as a group, you may rewrite fate itself. Choose an ongoing or recent event and work with the DM to determine an alternate outcome, and reality will reshape itself to accommodate the new result. The DM will decide the cost based on the scale of the change.