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D&D 5e Unique Inspiration by Character Class

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Inspiration is a D&D 5e mechanic that has always caught my interest. I believe it has staggering potential, but it’s disappointing as it is now. I’m taking inspiration, no pun intended, from another game to make D&D 5e’s Inspiration exciting. That game is Octopath Traveler!

Learning from Octopath Traveler to Homebrew

In Octopath Traveler (a fantastic turn-based JRPG that I adore), characters can save up points each round in order to use them all at once on a later turn with exponential power increases to their actions. For example, Octopath Traveler’s built-up points can result in attacking multiple times instead of once, dealing more damage, healing more, prolonging buff/debuff durations, and more. I want to achieve a similar scaling reward with Inspiration.

The difficult part of implementing a similar system in 5e through Inspiration is that classes all play so differently. Creating a catch-all system would probably disappoint me despite its simplicity. I imagine it would involve exciting game mechanics like Legendary Resistance or auto-crits, which are great (and I’d prefer that system), but I want to explore a system that is based on character classes. This may also incentivize multiclassing so players can utilize a class’ unique Inspiration utilizations.

How to Cache Inspiration

Before I get to the classes, I’ll outline the design concepts and principles that I’m building upon. I’m going to refer to saving up multiple “points” of Inspiration as “Caching.” This is a departure from D&D 5e’s Inspiration which can only be held one at a time.

First of all, if you want to use Inspiration Caching, I recommend allowing players to keep Inspiration points across sessions. Don’t force players to use it or lose it each session. Allow them to Cache Inspiration forever if it’s what they want to do!

Potential problem: greater rewards from Caching may disincentivize players from sharing Inspiration points with one another, resulting in less teamwork and camaraderie. They may prefer to save up their points for a spectacular moment later. A possible remedy for this would be to give out Inspiration reliably, fairly, and frequently. My article about Inspiration in D&D 5e gives several examples of how DMs may do this.

A character can Cache (save) up to five points of Inspiration at a time. When they want to use Inspiration, they can use one or more of their Cached Inspiration points. Inspiration shouldn’t be usable more than once at a time, meaning players can’t use three Inspiration points to trigger a first-level Inspiration effect three times.

Narrating Shared Inspiration Points as Combos

Many players and DMs enjoy the idea of enabling combos. A combo or combination occurs when two or more characters combine their abilities to achieve a greater effect than the sum of their parts (or to maximize their action economy). While my system for Caching Inspiration isn’t based on combos, it can be described as combos.


Inspiration Caching for All Classes

Keep reading if you want ideas for using class-specific Inspiration, but I’ll also provide ideas that any character can use. Here are ways to use Cached Inspiration that are not dependent on character class according to how many points they cost:

  1. Gain advantage on a d20 roll before rolling.
  2. Reroll a d20 after rolling.
  3. Add +5 to a d20 roll or +10 to a weapon attack damage roll after rolling.
  4. Treat a d20 roll as a natural 20 before rolling.
  5. Treat a d20 roll as a natural 20 after rolling.

Cached Inspiration can be used on yourself or an ally. If you’re a character that doesn’t need to roll a d20 often, like a control spellcaster on the backline, you Cache your Inspiration to use on an ally. Players can choose to use the generic Inspiration Caching effects or the class-specific effects of the character they’re sharing Inspiration with. In other words, if you choose to help a Fighter in the party with your Cached Inspiration, you can reference the table above for all characters of the Fighter table below. Sharing Inspiration is focused on the character you’re assisting, not yourself and your class.


Artificer Class Inspiration Caching

  1. When you cast a spell, upcast it by one level.
  2. Cast a spell as a bonus action that normally requires one action to cast.
  3. Gain the benefits of half cover for one minute as you produce a forcefield.
  4. When you cast a spell that requires a Dexterity saving throw, change it to an Intelligence saving throw.
  5. Instantly create a magic item with an Artificer Infusion for ten minutes that doesn’t count against your number of infused items. You can choose to have the item instantly worn by an ally you touch when you activate this Inspiration. Creatures of your choice can instantly attune to the item as a bonus action while holding or wearing it.

Unique ways for Artificers to gain a point of Inspiration:

  • Cast Identify on a legendary magic item that you haven’t identified before.
  • Attune to a legendary magic item that you haven’t attuned to before.
  • Roll a natural 20 on a Charisma (Performance) check while using your Magical Tinkering feature in a performance for someone of importance.
  • Once per week limit:
    • Complete a long rest in your Artificer workshop or equivalent place of work.
    • Attune to a legendary magic item.
    • Describe casting a spell as if activating a magical device.
    • After perceiving an enemy creature cast a spell during combat, cast the same spell on your next turn.

Barbarian Class Inspiration Caching

  1. When you enter a Rage, use one point of Inspiration to add +2 to your Rage Damage for the duration of the Rage.
  2. When you enter a Rage, use one point of Inspiration to add +4 to your Rage Damage for the duration of the Rage.
  3. At the end of a creature’s turn, use your reaction to move up to your speed and make a melee attack against a creature within range.
  4. At the end of a creature’s turn, use your reaction to move up to your speed and make two melee attacks against a creature within range.
  5. As a reaction in response to taking damage, you become immune to all damage while Raging until the end of your next turn (including the triggering damage).

Unique ways for Barbarians to gain a point of Inspiration:

  • While Raging to gain advantage on Strength checks, roll the same number on both d20s when attempting to grapple an enemy creature.
  • While Raging to gain advantage on Strength saving throws, roll the same number on both d20s of a Strength saving throw.
  • Once per week limit:
    • Complete a long rest in your Barbarian camp or nomadic home.
    • Roll the same number on both d20s for an attack roll granted advantage from Reckless Attack.
    • Score a critical hit with a weapon attack.

Bard Class Inspiration Caching

  1. +2 to spell save DC for the first saving throw or the attack roll of a spell being cast.
  2. When you cast a spell that requires concentration, you can give allies of your choice within 10 feet who can hear you the benefits of the Bless spell while they remain in the area and you are concentrating on the spell.
  3. When you cast a spell that requires concentration, you can give allies of your choice within 30 feet who can hear you the benefits of the Bless spell while they remain in the area and you are concentrating on the spell.
  4. As a bonus action, give all creatures of your choice who can hear you one Bardic Inspiration die without expending your Bardic Inspiration dice.
  5. As a reaction when an ally becomes frightened or charmed, you can end all such effects affecting creatures of your choice who can hear you.

Unique ways for Bards to gain a point of Inspiration:

  • An ally rolls the maximum value on your Bardic Inspiration die.
  • Slay a creature of CR 5 or higher with Vicious Mockery.
  • Once per week limit:
    • Complete a long rest after performing in a theater or other place of entertainment.
    • Succeed at a skill check that would’ve resulted in a failure if not for the bonus granted by Jack of All Trades.

Cleric Class Inspiration Caching

  1. +2 to spell save DC for the first saving throw or to the attack roll of a spell being cast. Can be used after the roll is made but before the result is decided.
  2. +5 to the healing or damage you deal when you cast a spell (one instance). Can be used after the roll is made but before the result is decided.
  3. +10 to the healing or damage you deal when you cast a spell (one instance). Can be used after the roll is made but before the result is decided.
  4. Regain all uses of your Channel Divinity as a bonus action.
  5. Remove the requirement of concentration when you cast.

Unique ways for Clerics to gain a point of Inspiration:

  • Use a Banishment spell and concentrate for the entire duration to send a creature back to its home plane of existence.
  • Destroy five or more undead creatures with a single use of Channel Divinity: Turn Undead and Destroy Undead.
  • Cast Ceremony and succeed at restoring a target to its original alignment.
  • Once per week limit:
    • Complete a long rest in your temple or equivalent holy ground.
    • Roll the maximum amount for a Cure Wounds spell.
    • Cast Bless and help one ally succeed at both an attack and a saving throw they would’ve failed without the bonus provided by Bless.

Druid Class Inspiration Caching

  1. +2 to spell save DC for the first saving throw or to the attack roll of a spell being cast. Can be used after the roll is made but before the result is decided.
  2. +5 to the healing or damage you deal when you cast a spell (one instance). Can be used after the roll is made but before the result is decided.
  3. +10 to the healing or damage you deal when you cast a spell (one instance). Can be used after the roll is made but before the result is decided.
  4. Regain one use of your Wild Shape and two levels worth of spell slots as a bonus action.
  5. Cast a concentration spell as normal but remove the requirement to concentrate.

Unique ways for Druids to gain a point of Inspiration:

  • Cast Speak with Animals and speak to a type of beast you’ve never spoken to before.
  • Cast Beast Bond on a beast that slays an enemy creature of Challenge Rating greater than its own during the spell’s duration.
  • Once per week limit:
    • Complete a long rest in your Druid grove or equivalent natural sanctum.
    • Find an unexpected, hidden message in Druidic.
    • Obtain a new beast form for your Wild Shape.

Fighter Class Inspiration Caching

  1. +5 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  2. +10 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  3. Use a second reaction in the round.
  4. You gain the benefits of Action Surge as a free action on your turn.
  5. You gain the benefits of Action Surge and Second Wind as a free action on your turn.

Unique ways for Fighters to gain a point of Inspiration:

  • Roll the maximum value when you use Second Wind.
  • Attune to a magical weapon that you have not attuned to before.
  • Once per week limit:
    • Complete a long rest in your stronghold or equivalent place of refuge or lordship.
    • Score a critical hit on an attack roll with disadvantage.

Monk Class Inspiration Caching

  1. +5 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  2. +10 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  3. Use a second bonus action on your turn.
  4. Use a second bonus action and halve the cost of Ki (rounded down) for one turn.
  5. Halve the cost of Ki (rounded down) for all features for one minute.

Unique ways for Monks to gain a point of Inspiration:

  • Once per week limit:
    • Complete a long rest in your monastery or equivalent place of meditation.
    • Avoid an attack that would’ve hit you if not for Unarmored Defense.
    • Score two critical hits with Flurry of Blows.
    • Avoid six or more attacks before your next turn after using Patient Defense.
    • Roll the maximum value with Deflect Missiles, catch the missile, and score a critical hit or slay the target with the ranged weapon attack to throw the missile.

Paladin Class Inspiration Caching

  1. Use Lay on Hands as a bonus action.
  2. Use Lay on Hands as a reaction.
  3. Gain +5 to an attack roll or saving throw.
  4. Gain +10 to an attack roll or saving throw.
  5. Deal maximum damage with Divine Smite instead of rolling.

Unique ways for Paladins to gain a point of Inspiration:

  • Land a killing blow against a monster whose Challenge Rating is greater than or equal to half your character level (rounded up).
  • Use Divine Sense to discover a disguised creature’s true nature that you were ignorant to.
  • Use Divine Sense to discover a consecrated or desecrated place or object that you were ignorant to.
  • Use a Banishment spell and concentrate for the entire duration to send a creature back to its home plane of existence.
  • Once per week limit:
    • Complete a long rest in your order’s headquarters or equivalent place of solace.
    • Use all your Lay on Hands healing at once on a single target that has zero hit points.
    • Roll maximum damage with Divine Smite’s radiant damage.
    • Avoid a disease with Divine Health.

Ranger Class Inspiration Caching

  1. +5 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  2. +10 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  3. Use a second reaction in the round.
  4. Use a second bonus action in the round.
  5. Cast a concentration spell as normal but remove the requirement to concentrate, and add +2 to your attack rolls and damage rolls for one minute.

Unique ways for Rangers to gain a point of Inspiration:

  • Once per week limit:
    • Complete a long rest in your Ranger enclave or equivalent place of natural stewardship.
    • Attack three different enemies in a single turn.
    • Feed your entire party with Goodberry or with food you gathered or hunted.
    • Slay a creature affected by your Hunter’s Mark spell or Favored Foe feature.

Rogue Class Inspiration Caching

  1. +5 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  2. +10 to a weapon attack roll and weapon damage roll of the same attack. Can be used after the attack roll is made but before the result is decided.
  3. Use a second bonus action on your turn or gain advantage on an attack.
  4. Using Cunning Action gives you the benefits of the Dash, Disengage, and Dodge actions for one turn, and gain advantage on your next attack.
  5. Deal maximum damage with Sneak Attack instead of rolling.

Unique ways for Rogues to gain a point of Inspiration:

  • Once per week limit:
    • Complete a long rest in your Rogue headquarters or an equivalent lodge or place of underworldly business.
    • Pick a lock of DC 25 or higher.
    • Successfully ambush ten or more enemies where you surprise all of them.
    • Roll a value of six on at least two of your Sneak Attack dice for a single attack.
    • Find an unexpected, hidden message in Thieves’ Cant.
    • Dodge three instances of damage with Evasion (reduce the damage to zero) in a single round of combat.
    • Find a secret door that you were ignorant to.
    • Find and disarm a trap you were ignorant to.

Sorcerer Class Inspiration Caching

  1. +2 to spell save DC for the first saving throw or the attack roll of a spell being cast.
  2. When you cast a spell, upcast it by two levels.
  3. Use a second Metamagic option on a single spell.
  4. Deal max damage with a spell instead of rolling dice.
  5. Cast a spell as normal without expending a spell slot.

Unique ways for Sorcerers to gain a point of Inspiration:

  • Once per week limit:
    • Complete a long rest in your sorcerous sanctum or equivalent place of magical resonance.
    • Slay three or more creatures with a single spell.
    • Use Careful Spell to allow four creatures to automatically succeed a saving throw.
    • Use Empowered Spell to reroll three dice and roll the maximum values with them.
    • Use Heightened Spell on a spell that targets a creature that fails its saving throw with both d20s rolled.
    • Use Twinned Spell on targets that both fail their saving throws against your spell.
    • Spend all of your Sorcery Points within three rounds of combat.

Warlock Class Inspiration Caching

  1. +2 to spell save DC for the first saving throw or the attack roll of a spell being cast.
  2. Regain a spell slot as a bonus action.
  3. Regain two spell slots as a bonus action.
  4. Select a second target to affect when you target a creature with a spell of 5th level or lower.
  5. Gain the benefits of a short rest as a bonus action.

Unique ways for Warlocks to gain a point of Inspiration:

  • Follow the directive of your patron that goes against your own bonds and traits.
  • Learn a secret that would be worthy of the Legend Lore spell.
  • Once per week limit:
    • Complete a long rest in your Warlock fane or equivalent place of significance to your patron.
    • Slay three or more creatures with a single spell.
    • Complete a short rest.
    • Slay a creature whose Challenge Rating is higher than your character level.
    • Roll a natural 20 on a Charisma (Intimidation) check.
    • Roll a natural 20 on a Charisma (Persuasion) check.
    • Roll a natural 20 on a Charisma (Deception) check.

Wizard Class Inspiration Caching

  1. +2 to spell save DC for the first saving throw or the attack roll of a spell being cast.
  2. Regain a number of spell slots whose levels add up to 2 as a bonus action.
  3. Regain a number of spell slots whose levels add up to 4 as a bonus action.
  4. Regain a number of spell slots whose levels add up to 8 as a bonus action.
  5. Cast a concentration spell as normal but remove the requirement to concentrate.

Unique ways for Wizards to gain a point of Inspiration:

  • Use Arcane Recovery but forego two spell slot levels to gain Inspiration instead.
  • Add a new spell to your spellbook (outside of leveling up) that you’ve never learned before. Gain two points of Inspiration if you specialize in the school of magic of the new spell.
  • Once per week limit:
    • Complete a long rest in your Wizard library or equivalent place of learning.
    • Slay three or more creatures with a single spell.
    • Successfully counter a spell with Counterspell.
    • Successfully end a magical effect with Dispel Magic.
    • Go first in the Initiative order with at least ten participating creatures.
    • Roll a natural 20 on an Intelligence (Arcana) check.

Are You Feeling Inspired?

Cast Message in the comments below to tell me about how you feel about Inspiration Caching. What ideas would you add to the ideas for gaining Inspiration by classes without adding a “bag of rats” issue? What benefits did I recommend that you would keep or change? I want to refine this concept, so help me do so!

If you want more homebrew ideas, check out this collection of our homebrew D&D articles. You can also learn about basic D&D 5e Inspiration here.

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