Inspired Acts

Inspiration is gained through prioritizing what your character would do, overcoming challenges and objectives, and leaning into your character's personality traits, ideals, bonds, and flaws.

It has the following mechanics:

* You can store a number of points of Inspiration up to your Proficiency bonus. If you gain an additional point of inspiration above your max, you must spend it before the end of the session.
* **Share Inspiration.** Although you can't transfer your inspiration to another character, you can choose to spend your inspiration on their behalf.

## 1 Point

**Legendary Resolve (1+)**

After making an attack roll, ability check, or saving throw, but before you know the outcome of the effect, you can choose to spend 1 Inspiration to roll an additional die. You can choose between the additional die and the die you would have had to otherwise use. You can use Legendary Resolve multiple times on the same roll, but each additional use after the first costs an additional point of inspiration.

**Cast Without Spell Slot (1-5)**

When you lack the spell slots to cast a spell, you can expend a number of points of Inspiration equal to the Spell Slot level to cast the spell instead. To cast a first level spell, it would cost 1 Inspiration. To cast a 5th level spell, it would cost 5 Inspiration.

**Flash Recall**

You instantly recall an unprepared spell in moments of sudden necessity. To use this ability, you must be a class that uses prepared spellcasting (Artificer, Cleric, Druid, Paladin, Wizard). As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. If you are a class that uses known spellcasting (Bard, Ranger, Sorcerer, Warlock), you can instead use Flash Recall when you finish a long rest.

**I Know a Guy**

In any situation (where it makes sense), a player can spend a point of inspiration to declare "l know a guy," and then quickly Sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & to play. Upon declaration, the NPC exists. Then, when the players try to interact with the NPC, the player Who created that NPC makes a Charisma roll to see how the NPC reacts. Depending on the situation. the DM can give advantage/disadvantage on the check.

**Heroic Sacrifice**

You can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can spend a point of inspiration to take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, unless the effect specifies that the damage is what causes the effect, such as reductions to hit point maximum equal to the damage taken. This damage can't be reduced by you in any way, but any reductions that would have applied to the original target (such as resistance) still apply.

**Second Wind**

You draw on your limited well of stamina to protect yourself from harm. On your turn, you can use a Bonus Action to expend a hit die and regain Hit Points.

**Initiative Break**

You can spend a point of inspiration to change your order in initiative (for this round only). You can't use this if you have already taken a turn this round.

## 2 Points

**Legendary Counter (2+)**

When a creature succeeds on an attack roll or an ability check, you can spend 2 points of Inspiration to force the creature to reroll the d20 and use the lower roll. You can use Legendary Counter multiple times on the same roll, but each additional use after the first costs an additional point of inspiration.

**Metamagic (2+, or 1+ for sorcerers)**

You exert your will on your spell and twist it to suit your needs. You can spend one or more points of Inspiration to apply a metamagic option of your choice from the sorcerer class to your spell when you cast it. You must spend a number of points of Inspiration equal to the option's sorcery point cost (minimum of 2, or minimum of 1 if you have 3 or more levels in the Sorcerer class). You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

## 3 Points

**Legendary Action**

At the end of another creature's turn, you can expend 3 points of Inspiration to take a Legendary Action. For your Legendary Action, you can take any standard action or bonus action you can normally take. *You gain one level of Exhaustion after the action is complete.*

**Defy Death**

When you would drop to 0 hit points, you can expend 3 points of Inspiration to instead drop to 1 hit point.