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D&D Inspiration House Rules

Getting insp!

When there's a challenging conversation, especially when someone's traits, ideals, bonds, flaws, or relationships are on the line, the person who gives in gets insp.

Be ready to have to deal with the consequences of giving in. If you give in on your own trait, you might lose the trait.

Pro tip for getting more insp to the table: find out another player character's traits and challenge those traits.

Using insp!

If you have inspiration, you can spend it to impose advantage or disadvantage on any d20 roll. (If you have more than one token, you lose them all.)

Keeping insp!

You don't need to keep track of the exact amount of insp tokens you have. You either have inspiration or you don't. If you end the session with inspiration, you keep it until you use it.