Inspiration +

Inspiration is a rule of which we are all familiar. The Dungeon master can reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw or even thinking outside the box. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village and even to push past the effect of a spell that has been laid on you.

## Gaining Inspiration

Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, Overcome a significant challenge in a creative manner, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you when you earn inspiration in the game.

***You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.***

### USING THE NEW AND IMPROVED INSPIRATION

You can utilize the new inspiration in one of the following manners.

Or if you are feeling charitable you can give your inspiration to another.

## EDIT SCENE

You can “edit” a scene to grant your hero an advantage by adding or changing certain details.

**For Example:**

*"Yipp is fighting a Mummy Lord within the bowls of its tomb. He deduces the monster may be vulnerable to fire, so he can ask the DM if there are any Oil Lamps or Urns of Oil nearby. The Dungeon Master requires an Inspiration to add that detail and says one is off to the side and is close at hand."*

Now you just have to use them!

How much players are allowed to “edit” circumstances is up to the individual Dungeon master, but generally an Inspiration should not be allowed to change any event that has already occurred or any detail already explained in-game. For example, players cannot “edit” away damage or effects (an Inspiration already allows this to a limited degree, see the following). The DM may also veto uses of editing that ruin the adventure or make things too easy on the players. This option is intended to give the players more input into the story and allow their Characters chances to succeed, but it shouldn’t be used as a replacement for planning and cleverness, just a way to enhance them.

## MIGHTY FEAT

You can spend an Inspiration to gain advantage on your choice of either Attack rolls, Skill Checks, or Saving Throws until the end of your next turn.

## RUN ROUGHSHOD

You can spend an Inspiration to impose Disadvantage on your choice of either Attack rolls, Skill Checks, or Saving Throws to one target until the end of your next turn.

## CLARITY

You can spend an Inspiration to gain sudden clarity in the form of a hint, clue, or bit of help from the DM. It might be a way out of a fiendish deathtrap, a vital clue for solving a mystery, or an idea about the Adversary’s weakness. It’s up to the DM exactly how much help the players get from clarity and how it manifests, but since Inspiration is a very limited resource, the help should be in some way significant.

## INSTANT COUNTER

You can spend an Inspiration to attempt to instantly counter an effect used against you as a reaction. You may roll an appropriate check determined by the Dungeon Master to counter the effect.

## HEROIC RECOVERY

You can spend an Inspiration to recover faster. An Inspiration point allows you to, on your turn, immediately remove a Blinded(if possible), Poisoned, Frightened, Grappled or Stunned condition, without taking an action. Among other things, this option allows you to Heal 1 hit die + CON