# Inspiration uses

##### ACCURATE

You may reroll any attack roll, saving throw, or ability check including those with advantage/disadvantage and choose which result you wish to use.

##### CONCENTRATING

If you would fail a concentration check, you can decide to succeed instead.

##### EXPEDITIOUS

You can take your turn now, changing your place in the initiative order and acting simultaneously (or interrupting if the DM allows) as those taking their turns.

##### HEROIC

You gain a die of inspiration based on your proficiency bonus. You can add this die to any attack roll, saving throw, or ability check and this die expires after a rest. (+2=d4), (+3=d6), (+4=d8). (+5=d10), (=6=d12)

##### INVIGORATING

As an action, you may gain a number of temporary hit points equal to your level. These points are lost after a short rest.

##### RECOVERING

You may regain a single use ability that normally can only be used after a short rest.

##### · Rejuvenating:

You may spend a hit die as a bonus action.

##### · Smiting:

 Before rolling an attack roll, decide to use inspiration or not. If you use it in this way, if your attack hits, it is considered a critical. If you roll a natural critical, you gain your inspiration back.

##### · Stalwart:

While unconscious and dying, you can check off one success.

##### · Swift:

You gain a special action which you can immediately use to: Make one melee or ranged attack; cast a cantrip with a casting time of 1 action or bonus action, or take the Dash, Disengage, Dodge, Help, or Hide action.

##### VITAL RECOVERY

By spending Inspiration, you can spend a hit die, roll it  
by adding the Constitution modifier and recover an equal  
amount of hit points. From level 5 you can spend and roll  
up to two dice, adding the modifier to both, from level 11  
to three dice and from level 17 to four dice.  
You can spend Inspiration in this way at any time you are  
using the action or reaction as part of it.

#####   
RESOURCES RECOVERY

Each Profession specifies a special resource that can be  
recovered by spending Inspiration. Generally, it is something  
that is recovered through a short rest. It is not possible  
to spend further Inspiration in this way until the end of a  
short or long rest. The complete tables with the resources  
that can be recovered by spending Inspiration can be found  
in the Historia corebook.

#####   
SPECIAL: STORY OVER RULES

A special way of using Inspiration is to manage a series of  
very effective actions that the rules cannot define: when a  
player proposes an action that is not covered by the rules  
which would bring fun to the table without distorting the  
core of the game, you can accept it if the player spends an  
Inspiration that they already have.  
If, for example, the fighter in the group decides to grab  
with a whip the arm of the evil soldier who is about to kill  
the merchant, you can, at your discretion, accept the action  
asking them to spend Inspiration and make an attack roll.

When your GM (or other  
circumstances) would grant you the  
use of inspiration, you may instead be  
granted the use of a cliché. You may  
use a cliché as an action, bonus action,  
or reaction. You may choose any cliché  
from the list, though it must pertain to  
the story or otherwise be feasible.  
Work with your GM if there is a cliché  
you think would be appropriate to your  
game.

#####   
Wound Cauterizing:

When you have  
less than half of your total hit points,  
you may use fire to heal some of  
your wounds. You may use any fire  
currently around you or any fire you  
make. When you seal up your wounds,  
you heal 2 hit points per level of your  
character.

#####   
Too Cool for Explosions:

If there is an  
explosion, and you are required to  
make a saving throw, you can turn  
away from the explosion and walk  
15 feet away from it. You only  
take half damage from the effect  
if you fail your saving throw and  
no damage if you succeed on  
your saving throw.  
Additionally, you have +1 on  
Intimidation checks made against any  
creatures who saw the explosion.

#####   
Nooooooooo!:

When an ally within 120  
feet of you falls to 0 hit points and  
goes unconscious, you can belt out a  
tremendous cry of anguish. All allies  
within 30 feet of you have advantage  
on their next roll,  
including any allies  
at 0 hit points.