Inspiration Cards

These house rules replace the standard Inspiration rules in the PHB.

  • Players receive one card at the beginning of each game day if they have no cards;
  • Players may receive one card after taking an action, provided that action somehow ties into one of your character’s personal characteristics. If your Ideal is “I will do anything to save a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall into the ravine and hanging by one hand, that fits. You can draw a card.;
  • Players may receive one card for creating ‘problems’ for their characters, related to their Flaw or by claiming a setback. To claim a setback, you must either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of your Personal Characteristics OR make a decision that creates a significant story setback, obstacle, or hindrance. When you want to Claim a Setback, simply ask the GM. For example: “I’m easily distracted by shiny objects, so I’m distracted by the giant pile of treasure. Can I Claim a Setback and take disadvantage on my saving throw against the dragon’s fire breath?” Or: “This guy wants to help us, but I distrust all strangers. I’m going to be rude and accusatory of him. Can I Claim a Setback for that?” And then the GM might have the stranger refuse to help or get offended or start a fight.;
  • You may discard as many cards as you like, at any time;
  • Cards carry over perpetually;
  • You may hold a maximum of five cards at one time. Any cards that you gain when you have a full hand are lost;
  • Unless otherwise specified, using an Inspiration Card takes no action, and may be done at any time;
  • Using multiple cards is allowed, as many as you wish to use;
  • Cards may not be traded. However, there are cards that can assist other players (such as the Supporter card).

OTHER WAYS TO EARN A DRAW:

  • BY THE NINE HELLS! - Use a phrase anchored in this world (ex. “Taller than a elan on stilts.”, “By the Stone of Anbis!”, “Knee-high to a raitara.”
  • I KNOW A GUY - Tell your party about an NPC you know who can help you achieve your goals.
  • THIS REMINDS ME OF THE TIME WHEN … - Your character has a flashback, recalling how they solved a similar problem to what they face now.
  • CAN’T WE ALL JUST BE FRIENDS? - Make friends with an NPC.
  • AND THAT’S HOW YOU DO IT - Use one of your class features and describe what happens in at least three sentences.
  • TALL TALES - Embellish heavily the story of your last adventure to NPCs.
  • MATERIAL GIRL - Buy a trinket, accessory, or clothing that your character would like (not weapons/armor/adventuring gear).
  • THE LORE YOU KNOW - Learn some lore, history, or rumors from an NPC or Library/Temple/School.
  • BRING IT IN! - Convince an NPC to hug you.
  • THE PEN IS MIGHTIER - Create a piece of minor lore that fits in with the campaign, can be expanded on, and helps you out in your current situation.
  • THAT’S NOT A KNIFE - Outsmart or get the better of an NPC or beat them at their own game.
  • IT’S IN MY PART - Draw upon your background feature in a clever and interesting way that helps you or the party out.
  • RANDOM ACT OF KINDNESS - Give a gift or do something for an NPC without a reward.
  • SELF-DISCOVERY - Realize something about your character that develops them personally, either helping them or hindering them in the future.
  • BY THE WAY - Inquire or reference the back story of another PC in a way that causes them to have to expand on/RP their character. For example, “Hey rogue, were you not a part of the thieves guild? What happened and what can you tell us about them now that we are involved with them.”

Inspiration Card List:

NameUsageEffects
A Brief RespiteAnyYou may recover the use of an expended hit die.
AccurateCombat OnlyYou gain a +2 bonus on your next attack roll.
AdvantageAnyYou have Advantage on any one skill, ability, or combat roll.
Aid of the ConsulUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Wisdom-based roll.; Consuls: Automatically succeed or cause a target to automatically fail on a Wisdom-based roll - or - cast Detect Evil and Good (1 round duration).
Aid of the ExactUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Strength-based roll.; Exacts: Automatically succeed or cause a target to automatically fair on a Strength-based roll - or - cast Heroism (self only).
Aid of the FierceUnique, Favor, VariesYou gain Advantage or grant Disadvantage on an Intelligence-based roll.; Fierce: Automatically succeed or cause a target to automatically fail on an Intelligence-based roll - or - cast Shape Water (duration 1 minute).
Aid of the MutableUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Dexterity-based roll.; Mutables: Automatically succeed or cause a target to automatically fail on a Dexterity-based roll - or - cast Protection from Evil and Good (self only, duration 1 round).
Aid of the OracleUnique, Favor, VariesYou gain Advantage or grant Disadvantage on an Intelligence-based roll.; Oracles: Automatically succeed or cause a target to automatically fail on an Intelligence-based roll - or - cast Light.
Aid of the ProudUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Constitution-based roll.; Prouds: Automatically succeed or cause a target to automatically fail on a Constitution-based roll - or - cast Guidance (self only).
Aid of the PureUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Charisma-based roll.; Pures: Automatically succeed or cause a target to automatically fail on a Charisma-based roll - or - transfer 1 hp per level to a willing target.
Aid of the ReliantUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Wisdom-based roll.; Reliants: Automatically succeed or cause a target to automatically fail on a Wisdom-based roll - or - grants Truesight for 1 round.
Aid of the SteadfastUnique, Favor, VariesYou gain Advantage or grant Disadvantage on a Charisma-based roll.; Steadfasts: Automatically succeed or cause a target to automatically failr on a Charisma-based roll - or all allies within 10' receive a +1 to their next attack roll or saving throw.
All Or NothingAnyUse in place of a d20 roll. If it comes up even, it is a natural 20. If it comes up odd, it is a natural 1. Not usable with Advantage.
Always AlertAnyYou have Advantage on either an Investigation or Perception roll.
Beginner's LuckAnyFor one roll you have proficiency in any one skill that you don't currently have proficiency in.
Blessing of the ElanUnique, Favor, VariesYou gain Advantage on Survival rolls for 24 hours.
Can't MissCombatYou automatically hit with one attack.
Commanding PresenceAnyYou have Advantage on either an Intimidation or Performance roll.
Eyes FrontNon-CombatYou alert everyone to possible danger. The party is immune to surprise for a scene.
Favor of the CodiUnique, Favor, VariesLaw: In the pursuit of a criminal, you gain Advantage on any Investigation roll for a day.; Sound Mind: You gain Advantage on a Saving Throw to resist the Confusion spell, or effects that duplicate the spell.; Insight: You gain Advantage on an Insight roll.
Favor of the DarkmanUnique, Favor, VariesDeath: If you succeed at hitting a foe and max damage would kill that foe, it dies.; Life: You or one person in your sight automatically succeeds on a Death Saving Throw.; Harvest: You gain the effects of Detect Poison and Disease.
Favor of the DawnUnique, Favor, VariesHome: While inside a home or similar structure, it is protected as the Protection from Evil spell for one day.; Children: You gain an insight to a current problem from the rhymes of a nearby child.; Serenity: You may Calm Emotions as per the spell.
Favor of the JusticateUnique, Favor, VariesClues: You gain Advantage on an Investigation roll.; Justice: The damage you inflice on an attack will be at least equal to the damage your nearest ally has taken from a single foe during this combat.; Bear: You gain advantage on one Athletics roll.
Favor of the LifefoeUnique, Favor, VariesPain: A single target is wracked by pain, and is at Disadvantage on the next combat or ability roll.; Murder: On your next attack, you act as a rogue at 1/2 your level and gain sneak attack damage if possible.; Betrayal: You gain Advantage on Deception rolls against an ally or neutral NPC for one minute.
Favor of the MistUnique, Favor, VariesStride: You gain Advantage on a Saving Throw against plants that are magically created or manipulated to impede movement (such as Entangle).; Calm: You gain Advantage on an Animal Handling roll.; Direction: For 24 hours after using this card, the PC is unable to become lost in natural environments.
Favor of the OneUnique, Favor, VariesHunting: You have Advantage on Survival rolls to track any creature for a single day.; Invention: You may add your Proficiency bonus to the use of any tool you are not proficient in.; Light: You gain Advantage on a Perception roll.
Favor of the SlayerUnique, Favor, VariesCombat: During a combat, you have Advantage on two attacks of your choice.; Inspire: A PC of your choice (other than you) may draw two Inspiration cards.; Athleticism: You gain Advantage on an Athletics roll.
Favor of the SpinnerUnique, Favor, VariesSpiders: You gain advantage on a Dexterity Saving Throw against becoming entangled in mundane or magical webs.; Guidance: You gain the effects of the Guidance spell on yourself or one ally.; Insight: You gain Advantage on an Insight roll.
Favor of the TimekeeperUnique, Favor, VariesWisdom: You have Advantage on any Wisdom-based roll.; Time: You gain the effects of an Expeditious Retreat spell for 1 minute.; Duty: When given a specific duty, you need not eat or sleep for 24 hours.
Favor of the UnholyUnique, Favor, VariesWrath: During a combat, you may reroll 1's on any damage roll.; Darkness: You gain darkvision for one minute.; Misfortune: A target of your choosing gains Disadvantage on a roll.
Favor of the UntrustedUnique, Favor, VariesCharming: You gain Advantage on a Deception roll.; Randomness: Everyone discards their Inspiration Cards and draw replacements.; Madness: Select one target - they are afflicted with the effects of a Confusion spell.
Hard to ResistAnyAny ability or spell you possess is harder to resist: +2 to the Save DC.
Heroic InterpositionCombatYou get between a target and their attack against an adjacent ally, replacing their AC with yours. If it succeeds, it becomes an automatic Critical against you.
Hitting HarderCombatOn a successful attack, you do an additional die of damage.
I Got You CoveredCombat OnlyYou get a free action that may only be used to Disengage.
I Know SomeoneNon-Combat OnlyWithout a need to roll, you know someone at your current location, who will assist your group as much as possible.
LeadershipCombatFor this encounter, if you are adjacent to an ally you grant them Advantage if you forsake your action for the round.
Love InterestRoleplaying: AnyPlay this card on a named NPC. You have earned their permanent love and attention. Each time you encounter this NPC again and they create a problem for you, draw a card.
Mistaken IdentityAnyAlert the DM when you draw this card. During this session, you may be mistaken for another individual - causing you potential problems. After this is resolved, discard Mistaken Identity and draw two cards.
NaturalistAnyYou have advantage on either a Medicine or Nature roll.
NemesisRoleplaying: AnyPlay this card on a named NPC. You have earned their permanent ire and attention. Every time you encounter this foe again and they create a problem for you, draw a card.
Perfect FormAnyYou have advantage on either an Acrobatics or Athletics roll.
RecoveryAny: No TradeYou may recover the use of up to three expended hit die.
RegroupAnyYou may discard any number of Inspiration Cards that you possess and draw a replacement for each one (including this card).
Say WhenNon-Combat OnlyPlay this before combat starts on a single foe. No matter your initiative roll, that foe must go after you.
ScholarAnyYou have Advantage on either a History or Insight roll.
Silver TongueAnyYou have Advantage on either a Deception or Persuasion roll.
SlickAnyYou have Advantage on either a Slight of Hand or Stealth roll.
SupporterAnyYou may grant +2 to another player character for any ability or combat roll.
SurvivorAnyYou gain a +2 bonus on your next saving throw.
TauntCombatPlay this card on a foe at any time during combat. For the duration, the foe will only target you for attacks.
Team LeaderAnyOn a group check, only one person needs to succeed.
True SurvivorAnyYou gain Advantage on your next saving throw.
True WoodsmanAnyYou have advantage on either an Animal Handling or Survival roll.
United We StandCombatIf you are adjacent to an ally, neither of you can grant an enemy Advantage. Lasts until the end of the encounter.
VigorousSpecialIf you possess this card when you gain a level and choose to roll your Hit Points, after rolling you may either gain +1 to the roll (not exceeding maximum), or to roll again (accepting the second roll).
Vital ShotCombatWhen you strike a foe in combat, play this card. That foe has Disadvantage on combat rolls for 1d4 rounds.
Well StudiedAnyYou have Advantage on either an Arcana or Religion roll.
You Go First!CombatPlay this card during the first round of combat. You may immediately go before anyone else.
Zig ZagCombatYou get a free action that may only be used to Disengage.

Posted Mar 12, 2018, 1:02 AM UTC

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