Spyger's 5e D&D Player Reward Rules
Leveling Up
Character Advancement
| Experience Points | Level | Proficiency Bonus |
|---|---|---|
| 0 | 1 | +2 |
| 12 | 2 | +2 |
| 30 | 3 | +2 |
| 50 | 4 | +2 |
| 75 | 5 | +3 |
| 100 | 6 | +3 |
| 125 | 7 | +3 |
| 150 | 8 | +3 |
| 175 | 9 | +4 |
| 200 | 10 | +4 |
| 225 | 11 | +4 |
| 250 | 12 | +4 |
| 275 | 13 | +5 |
| 300 | 14 | +5 |
| 325 | 15 | +5 |
| 350 | 16 | +5 |
| 375 | 17 | +6 |
| 400 | 18 | +6 |
| 425 | 19 | +6 |
| 450 | 20 | +6 |
Experience Points
Each participating Player Character is awarded an amount of Experience Points (XP) between 1 and 5 for tackling adventurous tasks such as fighting deadly monsters, exploring dangerous locales, and navigating tense social situations. The amount of points awarded shall be proportional to the difficulty and magnitude of the task (relative to the party's level) and additionally informed by the potential negative consequences of the challenge.
Due to the linear nature of this system, DMs should consider multiplying the reward for characters that are less experienced than their fellows. A 50% boost closely emulates the XP curve of a traditional system, and lets characters "catch up" over time.
After a player character has accumulated the requisite experience points, they gain a level in one of their classes during their next long rest. The DM need only inform players how much experience they have gained when they take a long rest, but you may find it appropriate to review XP rewards at the end of each session, or even at the end of each encounter/scene in which experience was earned.
Inspiration
Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his/her personality traits, goals, or flaws. By highlighting these characteristics during play, you can earn bonus rolls to help pull through in a pivotal moment, or ensure that you achieve your Goals.
Gaining Inspiration
At the beginning of each session, players may set or change up to 3 personal Goals for their character. At the end of the session, characters who prepared for, worked toward, or accomplished a Goal during the session are granted Inspiration. During play, the DM may also grant a character Advantage on a roll representing a key effort made specifically in pursuit of a Goal.
Aside from Goals, playing up a character trait in a funny or dramatic way is a good way to earn Inspiration, as is suffering a drawback due to a character flaw.
You either have Inspiration or you don't -- you can't stockpile multiple "inspirations" for later use.
Goals
Good Goals are:
- Unique to the character- tying in to their past, personality, abilities, or beliefs.
- Linked to the world- involving a certain place, faction, person, creature, or object.
- Actionable and specific- they have a solid verb and a clear requirement.
- Something one can prepare for, work toward, or accomplish in the foreseeable future.
Example Goals:
- "Bring vengeance to the chief of the Bone Saw Tribe."
- "Acquire the grimoire of Niol The Horrifying."
- "Share my dark secret with Bo over a stiff drink."
- "Gain membership in the Diggers Guild at their headquarters in Timberholde."
Using Inspiration
If you have Inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your Inspiration gives you advantage on that roll. You may also spend Inspiration after a roll is made. In this case, roll one d20 and use its result, disregarding previous rolls.
Additionally, if you have Inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your Inspiration to give that character Inspiration.