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<blockquote data-quote="Tales and Chronicles" data-source="post: 8748942" data-attributes="member: 6871653"><p>An idea I had for a Human Champion with the Musician and Inspiring Leader feats to be some kind of Inspiration machine.</p><p></p><p>I also think I'll houserule a little thing where if all players have Inspiration, they can all spend it at the same moment to do some big team combo, pick one:</p><ul> <li data-xf-list-type="ul"><strong>Sudden Recovery</strong> . As a bonus action, all allies within 60 feet can immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns.</li> <li data-xf-list-type="ul"><strong>Dawn of Victory</strong>. For the next 10 minutes, whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double your proficiency bonus.</li> <li data-xf-list-type="ul"><strong>Pillar of Confidence</strong>. All allies you can see within 60 feet of you each gain one extra action to use on their individual next turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.</li> <li data-xf-list-type="ul"><strong>Victory Before Battle</strong>. When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.</li> <li data-xf-list-type="ul"><strong>Environmental Adaptation</strong>. As an action, all allies ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.</li> </ul></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8748942, member: 6871653"] An idea I had for a Human Champion with the Musician and Inspiring Leader feats to be some kind of Inspiration machine. I also think I'll houserule a little thing where if all players have Inspiration, they can all spend it at the same moment to do some big team combo, pick one: [LIST] [*][B]Sudden Recovery[/B] . As a bonus action, all allies within 60 feet can immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns. [*][B]Dawn of Victory[/B]. For the next 10 minutes, whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double your proficiency bonus. [*][B]Pillar of Confidence[/B]. All allies you can see within 60 feet of you each gain one extra action to use on their individual next turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. [*][B]Victory Before Battle[/B]. When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. [*][B]Environmental Adaptation[/B]. As an action, all allies ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour. [/LIST] [/QUOTE]
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