Your DM loves it if you play true to your character, and rewards RP that fits with your character's traits or flaws.

What is Cardic Inspiration?

At the start of the session, the DM shuffles the Deck of Concepts deck and places it on the table. When the DM rewards you with inspiration, you may draw a card. You may keep the card secret or reveal it to the table. You may reveal the card at any given time to use its effect, or add the listed bonus to ANY valid dice-roll that you make.

Examples are:

  • Adding a bonus to an attack roll

  • Adding a bonus to an ability check

  • Adding a bonus to a saving throw

  • Adding a bonus to damage done

  • Adding a bonus to healing provided

Rules:

  • There are 20 different kinds of Concepts of Ignisar
    The image on the card can be used as flavor

  • Concept Inspiration card does not expire, but a player only hold one cardic inspiration card at a given time.

  • When you would meet the condition to draw a card, you can choose to return it to the DM and then draw a new one, replacing the first one.

  • Once a card is used, the card is added to the discard pile.

How to earn a card?

There's two ways to earn a Concepts Inspiration card, in-game and out-of-game.

  • The DM may reward fun roleplay in-game that is true to the traits or flaws of your character(s) or when you make everyone at the table laugh/provide with a good time. The DM may also allow you to draw a card at the start of the session if a player did something out-of-game in preparation for the next session:

    • Write out a page in their diary on Discord, reflecting on the previous session.

    • Prepare (with the DM) something special for your character for next session.


0

??? (Ancient Concept)

Option A:
Exchange this card to gain a "Spark of Fate" dice.
You must roll the Spark of Fate dice immediately.

Option B:
You can add +10 to any dice-roll you make.

1

The Fates

After rolling a d20, but before the DM announces whether the roll succeeds or fails,
you may reroll the die up to two times. After all re-rolls, choose one of the three results to use.

2

The Void

Option A:
As a reaction, tap into the energy of Nihility.
Just before you take damage, gain resistance to that damage until the start of your next turn.

Option B:
When a creature that you can see makes an ability check against you, or rolls a saving throw against an effect you inflicted,
you may imposing a โ€“4 penalty to that roll. You must declare this before the DM announces whether the roll succeeds or fails.

3

The Skull

Option A:
As an action, surround yourself with a shroud of life or death.
Until the start of your next turn, any creature that ends its turn within 5 feet of you takes 2d6 radiant or necrotic damage (your choice).

Option B:
When a creature that you can see makes an ability check against you, or rolls a saving throw against an effect you inflicted,
you may imposing a โ€“2 penalty to that roll. You must declare this before the DM announces whether the roll succeeds or fails.

4

The Balance

Option A:
When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself.
Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1)

Option B:
You can use this effect when you finish a Long Rest or Short Rest, roll a d20 and announce the number rolled.
You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your foretelling roll. You must choose to do so before the roll, or before the DM announces whether the roll succeeds or fails.
The fortelling roll can be used only once. When you finish a long rest, you lose the foretelling rolls.

5

The Gem

Option A:
Take an additional action on your turn.
If you casted a leveled spell as part of your original action (or bonus action),
then this additional action allows you to cast a 1st-level spell.

Option B:
You can add +4 to any dice-roll you make.

6

The Donjon

Option A:
As an action, you are transported to an empty demiplane until the end of your next turn.
You can't affect or be affected by anything on the plane you left until you return.
You return to the same space you left or, if that space is occupied, to the nearest unoccupied space.

Option B:
You can add +3 to any dice-roll you make.

7

The Ruin

Option A:
As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn.

Option B:
When a creature that you can see rolls a saving throw against an effect you inflicted, you may imposing a โ€“4 penalty to that roll.
You must declare this before the DM announces whether the roll succeeds or fails.

8

The Sun

Option A:
As a reaction, when a creature makes a melee attack that hits you,
that creature has the blinded condition until the end of your next turn.

Option B:
You can add +4 to any dice-roll you make.

9

The Moon

As a bonus action, regain one expended 1st-level spell slot
or a single use of an ability that can be used a certain number of times per day.

10

The Star

Option A:
Gain advantage on any roll of your choice.

Option B:
You can add +4 to any dice-roll you make.

11

The Comet

Option A:
As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target.

Option B:
You can add +3 to any dice-roll you make.

12

The Flames

Option A:
When you deal damage to a creature, that creature takes an extra 2d6 fire damage.

Option B:
You can add +3 to any dice-roll you make.

13

The Talons

Option A:
As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn.

Option B:
When a creature that you can see makes an ability check against you, or rolls a saving throw against an effect you inflicted,
you may imposing a โ€“2 penalty to that roll. You must declare this before the DM announces whether the roll succeeds or fails.

14

The Euryale

Option A:
When a creature that you can see makes a saving throw, it has disadvantage on that saving throw.
You must declare this before the DM announces whether the roll succeeds or fails.

Option B:
When a creature that you can see makes an ability check against you, or rolls a saving throw against an effect you inflicted,
you may imposing a โ€“3 penalty to that roll. You must declare this before the DM announces whether the roll succeeds or fails.

15

The Key

As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see.

16

The Puzzle

Option A:
When you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

Option B:
You can add +3 to any dice-roll you make.

17

The Sage

Option A:
Take the Help, Search, Study, Utilize, Dodge, Disengage or Influence action as a bonus action.

Option B:
You can add +3 to any dice-roll you make.

18

The Throne

Option A:
As a reaction, when you take damage, the creature that dealt the damage has the frightened condition until the end of its next turn.
You are the source of its fear.

Option B:
You can add +3 to any dice-roll you make.

19

The Knight

Option A:
While making an attack roll, if you roll an 18, 19 or 20, you may exchange this card to treat the attack as a critical hit.

Option B:
When you are reduced to 0 hit points but not killed outright, you can exchange this card to drop to 1 hit point instead.

20

The Rogue

Option A:
Whenever you take damage from an attack, spell, or effect, you may exchange this card to reduce the damage by half.

Option B:
You can add +3 to any dice-roll you make.

21

??? (Incomprehensible)

This card is currently not used.