Courses / CM / Inspire
Inspire
Qualifies For:
Level:
1
Study DC:
9
Code:
CM 133
Inspire Ability
Time:
Trigger
Trigger:
When an ally rolls to hit or rolls a test of skill.
Range:
Earshot
Target:
1 ally (you cannot target yourself)
Cost:
1 use
Limit:
1 (to 6) use(s)
You gain a limited number of uses of Inspire, which refill whenever you roll initiative or rest.
You may use Inspire to give an ally a bonus on a roll to hit or test of skill.
You may use Inspire multiple times on the same roll, but multiple Inspires do not add together. Instead, the best Inspire roll is kept.
You cannot Inspire yourself.
You cannot use Inspire on downtime rolls (ex: projects, research, crafting).
You may use Inspire to give an ally a bonus on a roll to hit or test of skill.
You may use Inspire multiple times on the same roll, but multiple Inspires do not add together. Instead, the best Inspire roll is kept.
You cannot Inspire yourself.
You cannot use Inspire on downtime rolls (ex: projects, research, crafting).
“Just do it!”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 5 | 1 use +1 bonus |
|
Bonus 1d4 | 5 | Unlock | +1d4 bonus |
Bonus 1d6 | 5 | Bonus 1d4 | +1d6 bonus |
Charge 2 | 5 | Unlock | 2 uses |
Charge 3 | 5 | Charge 2 | 3 uses |
Charge 4 | 5 | Charge 3 | 4 uses |
Charge 5 | 5 | Charge 4 | 5 uses |
Extra Credit
Charge 6
Effort: 5
Requires: Mastery
6 uses
Motivate
Effort: 15
Requires: Mastery
You may spend uses of Inspire to give a roll to hit or test of skill a +1 bonus for each use spent, instead of its normal bonus.
Powerful Inspiration
Effort: 5
Requires: Unlock
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