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Little rules changes that still trip you up
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<blockquote data-quote="the Jester" data-source="post: 6922952" data-attributes="member: 1210"><p>Awesome! I have a ton of magic items that interact with the inspiration rules (and the bardic inspiration rules). For instance:</p><p></p><p></p><p><strong>Flute of Perfect Inspiration</strong></p><p><em>Wondrous item, very rare (requires attunement by a proficient creature)</em></p><p></p><p>If a creature that you can see within 30' other than yourself spends a bardic inspiration die while you hold this flute, you can use your reaction to play a tune to inspire it yet further. The creature rolls two inspiration dice and takes the better one. </p><p></p><p>In addition, if a creature that you can see within 30' other than yourself rolls with advantage because it uses its inspiration, you can use your reaction to play a tune to inspire it yet further. The creature rolls 3d20s instead of two and chooses the one it prefers. </p><p></p><p><strong>Inspirational Elixir</strong></p><p><em>Potion, uncommon</em></p><p> </p><p>When you drink this potion, if you are a bard, you regain one spent bardic inspiration die. </p><p></p><p><strong>Medallion of Inspiration</strong></p><p><em>Wondrous item, uncommon</em></p><p> </p><p>Whenever you use your inspiration to make a roll with advantage, you also gain 5 temporary hit points. </p><p></p><p><strong>Ring of Rhyming</strong></p><p><em>Ring, common</em></p><p> </p><p>This ring compels you to speak in rhyme. If you speak without rhyming, you lose inspiration and can't get it (including from another pc) until you complete a long rest. </p><p> </p><p>Once this ring is on your finger, it clings tenaciously to you and can't be removed without a remove curse spell. </p><p></p><p><strong>Wand of Inspired Alacrity</strong></p><p><em>Wand, common (requires attunement by a spellcaster)</em></p><p> </p><p>While you use this wand as a spellcasting focus, you can expend your inspiration to cast a spell that normally has a casting time of 1 action with a bonus action instead.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6922952, member: 1210"] Awesome! I have a ton of magic items that interact with the inspiration rules (and the bardic inspiration rules). For instance: [B]Flute of Perfect Inspiration[/B] [I]Wondrous item, very rare (requires attunement by a proficient creature)[/I] If a creature that you can see within 30' other than yourself spends a bardic inspiration die while you hold this flute, you can use your reaction to play a tune to inspire it yet further. The creature rolls two inspiration dice and takes the better one. In addition, if a creature that you can see within 30' other than yourself rolls with advantage because it uses its inspiration, you can use your reaction to play a tune to inspire it yet further. The creature rolls 3d20s instead of two and chooses the one it prefers. [B]Inspirational Elixir[/B] [I]Potion, uncommon[/I] When you drink this potion, if you are a bard, you regain one spent bardic inspiration die. [B]Medallion of Inspiration[/B] [I]Wondrous item, uncommon[/I] Whenever you use your inspiration to make a roll with advantage, you also gain 5 temporary hit points. [B]Ring of Rhyming[/B] [I]Ring, common[/I] This ring compels you to speak in rhyme. If you speak without rhyming, you lose inspiration and can't get it (including from another pc) until you complete a long rest. Once this ring is on your finger, it clings tenaciously to you and can't be removed without a remove curse spell. [B]Wand of Inspired Alacrity[/B] [I]Wand, common (requires attunement by a spellcaster)[/I] While you use this wand as a spellcasting focus, you can expend your inspiration to cast a spell that normally has a casting time of 1 action with a bonus action instead. [/QUOTE]
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