One of the most popular D&D class features is the bardic inspiration feat. You can use this feat to add a bonus to any ability check made by you or an inspired ally. This can be used on skill checks, finding traps, and opening doors. Since bardic inspiration affects many different types of checks, failing one may have different consequences. In fact, if you’re trying to perform a feat involving many different types of checks, it’s important to know how bardic inspiration works.
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Bardic inspiration
While attempting to save a character’s life, it’s possible to use Bardic Inspiration as a secondary action. This special action is a good way to boost the effect of a death saving throw. This special ability lets a character use the highest possible die number when saving his life. Using this power is especially useful for characters who don’t have enough resources to spend on bardic inspiration.
As a character level increases, his or her bardic inspiration die increases as well. At 5th level, the die is d8, and at 10th and 15th levels, a bard gains a d12 die. The die used to apply bardic inspiration depends on the level of the bard, but the extra die is worth it for the extra bonus it can give a character. Using this talent doesn’t cost any extra, either.
Mantle of Inspiration
You can use the Bardic Mantle of Inspiration to reduce the damage of enemies. This effect works as a save or a counteraction. When a bard uses his mantle, his target gains temporary hit points. These hit points last until he recovers, and the mantle’s effect is very useful in times of battle. However, it is best to make use of this feat only when you can be sure that the target will die before you can take advantage of it.
If you can use this feat on death saving checks, you have access to the powerful effects of Telling Tales From Beyond. These abilities work like a spell, but they have different effects, such as teleporting targets or dealing psychic damage to enemies. Unlike the spell Fireball, you can use the Bardic Mantle of Inspiration on death saving throws to grant yourself Advantage on attacks. Sadly, this feat does not grant you gold, so it is best to use it when you have plenty of gold to spend.
Mote of Potential
Adding a Mote of Potential to your character’s ability score gives him additional effects for his attack rolls. Bardic Inspiration is useful in many different situations, but it is most commonly used on attack rolls, particularly if the character is equipped with a single high-damage attack. Bards are often referred to as strikers because of their reliance on single high-damage attacks, but their bardic inspiration also allows them to act as strikers by using multiple high-damage attacks.
Bardic Inspiration dice are useful when a creature needs a higher-level resource or if it needs to make a death saving throw. When a creature uses a Bardic Inspiration die on a death saving throw, it can use the rolled number as its reference. This can be useful if the creature is using an ability check, but if it is using a save, it can wait until after the d20 roll to use the Mote of Potential die. It is important to decide whether to use a Bardic Inspiration die before the DM declares that the roll succeeded or failed. In the case of a save attempt, the die loses its value if the creature fails. The creature can have one Bardic Inspiration die at a time, but this should be considered in a case where the DM
Psychic Blades
Psychic blades are a versatile ranged weapon that allows the user to murder someone with a single blow. They can be thrown at a distance of 60 feet without disadvantage and leave no trace of their presence. They are more effective at midrange than regular daggers or hand crossbows, and they are better at close range than two-handed weapons or shortbows. Psychic blades can be concealed to hide their presence when the character uses a sneak attack.
At 17th level, psychic blades force a creature to make a Wisdom saving throw. This saving throw has a DC equal to 8 + proficiency bonus + Dexterity modifier. If the target fails this saving throw, it is stunned for 1 minute. During this time, it can attempt the saving throw again at the end of every round. On a success, the effect of the spell disappears. Psychic blades can be used once per day between long rests.