D&D Inspiration

Last 3 Edits

Feb 22nd, 2019

  • PC stated rules for HOW we gain and use Inspiration cards.

2018

  • Shane posted the card abilities we have.

Intro

Rather than using the standard Inspiration as per the PHB, we decided to go with a card deck and increase the options/effects that can happen, adding a random aspect to our games which can lead to some great gaming moments.


Gaining Inspiration Cards.

We are using the 100 XP per level method of levelling up. The 100 mark was inspired by the Unearthed Arcana Three Pillar Experience article. This playtest article presents guidelines on awarding XP for exploration, social interaction and combat.

Players
At the start of a gaming session, you gain one Inspiration Card for simply showing up for the game.
You also gain one extra card for every 25 XP (which we call an 'Advance') that your character has. You get the next card any time you reach that milestone, even during the game.
NB: When you reach a new level (100 XP) a player must choose between levelling up and gaining all class features OR taking another Inspiration Card. This means, if the player is not ready to level-up during the game, they get an Inspiration Card instead and can then do all the leveling up between sessions. If a player is ready to go, they get all their new class level features but not an Inspiration Card. ie. You cannot gain both in the same session.

Games Master
Starts each game session with one more Inspiration Card than there are player characters. So if there are 6 PCs in the party, the DM has 7 Inspiration Cards for the session. The GM does not gain cards during the session.

Any unused cards at the end of the session are simply returned to the deck.

You may get some cards with a feature you cannot use that session. That is part of the luck. It matters not, as there are two other ways to use all cards, and you will get new ones the next session.


Using Inspiration Cards.

1. Use the Feature on the Card
Simply read the card's feature and use as required.
2. Burn the Card for a New Initiative Card
At any time during the game, you can receive an extra bonus initiative card in the place of the Inspiration Card. (See our Card Initiative Rules).
3. Save Your PC from Death
If your character would die, you can burn an Inspiration Card, to save their life, but there are costs!

When a character would die, you can instead spend any 1 Inspiration card and the PC lives but gains one major drawback. This will be determined randomly from our Drawbacks & Flaws list. Obviously, this drawback has to suit how the PC went down.

In fact, it is a good idea to roll this drawback ANY TIME A PC WOULD BE REDUCED TO 0 HIT POINTS, before the GM describes the final blow. That way the narration will fit the drawback, if it is required.

if a player chooses to use their Inspiration Card to save their character from death, their PC remains unconscious for 1d6 hours (or until medical attention/healing) and then awakens with the drawback. Clearly, other characters might see the effects of this (such as a missing or mangled hand) prior to waking, but some they may not, such as internal or mental drawbacks.

The effects of the drawback could even be supernatural. After being burnt badly from magical/dragon fire, the PC develops a vulnerability to it. There are so many ways to use story to describe the inheritance of the drawback. This is up to the GM.


Inspiration Card Features

A document of the cards we use can be found attached to this page under files.


Insert a list of all the cards here as well (include name and description of card effects).

2 x Advantage: You gain Advantage to one Strength Check or Save

2 x Advantage: You gain Advantage to one Dexterity Check or Save

2 x Advantage: You gain Advantage to one Constitution Check or Save
OR
Roll twice on Hit Dice Rolls and choose highest

2 x Advantage: You gain Advantage to one Intelligence Check or Save

2 x Advantage: You gain Advantage to one Wisdom Check or Save

2 x Advantage: You gain Advantage to one Charisma Check or Save

4 x Advantage: You gain Advantage to any ONE roll of your choice.

Re-Roll: You can re-roll the dice for one Strength Check or Save.
You must accept this new roll.

Re-Roll: You can re-roll the dice for one Dexterity Check or Save.
You must accept this new roll.

Re-Roll: You can re-roll the dice for one Constitution Check, Save or Hit Dice Roll.
You must accept this new roll.

Re-Roll: You can re-roll the dice for one Intelligence Check or Save.
You must accept this new roll.

Re-Roll: You can re-roll the dice for one Wisdom Check or Save.
You must accept this new roll.

Re-Roll: You can re-roll the dice for one Charisma Check or Save.
You must accept this new roll.

Re-Roll: You may re-roll any ONE die that you choose. You must accept the new roll.
You must do so before any results of the roll are known.

Re-Roll: You may re-roll any ONE die that you choose. You must accept the new roll.
You must do so before any results of the roll are known.

Add +d4: You may roll an additional d4 and add it to any roll you wish. You must do so before any results of the roll are known.
If your initiative card is a Heart add +d8 instead.

Add +d4: You may roll an additional d4 and add it to any roll you wish. You must do so before any results of the roll are known.
If you are last to act this turn add +d10 instead.

4 x Add +d6: You may roll an additional d6 and add it to any roll you wish. You must do so before any results of the roll are known.

2 x Bonus Action: You may take ANY action as a bonus action. This does not take the place of your normal bonus action.

A Fate Worse Than…: Play to avoid death, capture, or some other bad situation for your
hero or any ally.
The situation leads to some new trouble, however, as determined by the DM.

Adrenalin Rush: You may make one Dash action as a Bonus Action. This does not use your normal bonus action.

Alpha Creature: Play on a creature that has a CR at least = to lowest member of party. It has maximum hit points and gains an extra initiative card. All players get to immediately draw a free Inspiration card.

Anything for a Friend: If an ally within 5ft takes damage (and you don't), you can instead take the damage.

Artifact: Play after accomplishing an important task. An item associated with your victory gains magical powers. (See DM’s Guide.)

Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favour in return.

Deadly Strike. One of your damage dice is placed on its maximum value.

Determined: For the rest of this encounter you receive one bonus initiative card and may use it to replace any other initiative cards received (including penalty cards).

Do That Again: You can regain the uses of one feature as if you had taken a long rest.

Do That Again: You can regain the uses of one feature as if you had taken a short rest.

Double Up: When you cast a spell that affects one target, play this card to have the spell affect a second target.

Encouraging Words: You may take the Help action as a bonus action. This does not take the place of your normal bonus action.

Get Up Comrades: Play this card when an ally would be reduced to 0 hit points. They instead go to 1 hit point.

Good Fortune: Play this card to completely negate the damage from one attack.

I Got Your Back: You and any allies within 5 feet gain +2 to their Armor Class and any saves until the end of combat, as long as you remain next to each other.

I Have A Thought: Play this card for a clue from the DM for some advice or a hint on how to resolve a current
predicament or problem

Inspire: Play to allow all allies within 60 feet to make a save versus any effect they are suffering.

I've Done this Before: For one task you are considered proficient for the duration of the task.

Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero.
The target helps to the best of her abilities, but may frequently cause trouble as well.

Lucky Find: Play when you search an area containing treasure. You find a magical item suitable for your class.

Magical Surge. Immediately regain 1d6 spell slots. (add an extra d6 for each tier beyond the first).

Major Haul: Play when you search an area for treasure, loot a foe etc. You find everything of value that there is to find.

Not Today: PC and all allies within 30ft gain 1d6 (per tier) temporary hit points.
The character playing the card must have suffered a wound and not fallen or make an inspirational speech.

Oh, There It Is: You may take the Use An Object action as a bonus action. This does not take the place of your normal bonus action.

Opportunist: Take any one Adventure card from another player, the DM OR the discard pile. If taking from a player or the DM, they do not have to show you their cards.

Pissed Off: Play once you have taken damage. You may make a reaction attack against whatever hit you, dealing maximum damage. This does not count as your reaction for this round.

Reinforcements: If feasible, help arrives to support. Generally the backup has total CR = to level of player playing the card. For DM = average party level.

Shake It Off: You automatically save against a condition that has a continuous effect, such as poison. You can even play this card immediately after a failed save, to make it a success. (It cannot be used to affect the initial save).

Sniper: Add +2d6 extra damage (per tier of PC) following a successful attack on a foe that was not aware of your attack, surprised, or beaten for initiative in the first round of combat.

Sorry. Not Sorry: Play any adventure card from your pile or the discard pile, but any bonuses become penalties for a chosen foe. Rerolls mean they take the worst. This only applies to cards with actual mechanical bonuses.

Suck It Up: Play on a character to recover half of the total damage they received that round.

2 x Sudden Defence: You may take the Disengage or Dodge action as a bonus action. This does not take the place of your normal bonus action.

Sure Strike. Turn one hit into a critical hit.

Tactical Planning: Commands and teamwork allows you and any allies within 60 feet gain Advantage on all saves until the start of your next round.

Take Your Chance: You act as if you had a Joker this round.

Time Use Insight: You may make one additional attack or cast a cantrip as a bonus action even if you are not normally able to do so. This does not use your normal bonus action.

Turncoat: This can only be played in an encounter where there is a clear leader and henchmen, followers, etc. One of those allies must make a Wisdom save (DC 10 + level of the PC playing the card) or turn and join the allies.

Uh Oh: Play after ANY attack roll to cause it to automatically fail.
This is a critical failure.

With Friends Like These: play when you have been hit by an attack and there is someone adjacent. They suffer the effects of the attack instead of you. May be played on friend or foe.

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