An Inspiring leader is a character feat in Dungeons & Dragons 5e, that allows players to inspire their allies with their leadership and presence. When a character with the Inspiring Leader feat takes a short rest, they can spend time giving an inspiring speech or rallying cry to their allies.
The Inspiring Leader feat provides temporary hit points to allies within 30 feet, based on the character’s level and Charisma modifier.
It reflects a character’s leadership and motivational skills, making them valuable assets in combat by boosting their allies’ morale. It can also add depth to a character’s role-playing, as they use their charisma and leadership skills to inspire their allies to greatness.
How Inspiring Leader 5e Works?
The Inspiring Leader feat allows a character to use their charisma and leadership skills to inspire their allies during a short rest. To activate this feat, the character must spend at least 10 minutes delivering an inspiring speech or rallying cry to their allies.
Afterward, each ally within 30 feet of the character gains temporary hit points, which can help protect them in combat.
Calculating Temporary Hit Points for the Feat
The number of temporary hit points granted by the Inspiring Leader feat is equal to the character’s level plus their Charisma modifier.
For example, a 5th-level character with a Charisma score of 16 (+3 modifier) would grant 8 temporary hit points (5 + 3) to each ally within range of the feat.
It’s worth noting that the temporary hit points granted by Inspiring Leader do not stack. If the character uses the feat again before the quick hit points have expired, the new temporary hit points replace the previous ones.
The temporary hit points also last until the character takes a long rest or until they are depleted.
Benefits of Temporary Hit Points for Party Members
Temporary hit points can be a valuable asset in combat, as they provide an extra layer of protection for party members. When a character takes damage, the temporary hit points are deducted first, potentially preventing them from taking any actual damage.
This can be especially helpful for characters with lower hit point totals, such as spellcasters or ranged attackers. In addition to providing a mechanical benefit, the Inspiring Leader feat can also add depth to a character’s role-playing.
Characters with this feat can use it to deliver rousing speeches or inspiring monologues that can help bolster their allies’ morale and make them feel more invested in the adventure.
Temporary Hit Points Table: Inspiring Leader 5e
The Inspiring Leader feat allows a character to grant temporary hit points to their allies by delivering an inspiring speech. The number of hit points granted depends on the character’s level and Charisma modifier, as shown in the table below:
|Level||CHA Modifier||Temporary Hit Points|
For example, if a 6th-level Paladin with a Charisma score of 16 (+3 modifier) uses the Inspiring Leader feat, they can grant 7 temporary hit points to up to six creatures of their choice (including themselves) within 30 feet who can hear and understand their language.
As the character levels up and increases their Charisma modifier, they can grant more hit points, up to a maximum of 24 at the 20th level with a Charisma score of 20 (+5 modifier).
When to Take Inspiring Leader 5e
When to take the Inspiring Leader feat in Dungeons & Dragons 5th edition will depend on a few factors:
Playstyle: If a player wants to focus on leadership, support, or social skills, taking the Inspiring Leader feat early on can be a good choice.
Campaign type: If the campaign is more combat-focused, it might be better to wait until the character has a few levels under their belt and can make better use of the temporary hit points granted by the feat.
Character class and build: The timing to take Inspiring Leader depends on class/build. Bards/Paladins benefit early on, while Wizards/Warlocks may wait for more spells/utility options to support allies.
In general, taking the Inspiring Leader feat early on can be a good choice if a player wants to focus on supporting their allies and taking a leadership role in the party. However, it’s important to consider the other options available and whether the feat complements the character’s playstyle and goals.
Is Inspiring Leader 5e Good?
Inspiring Leader can be a very useful feat in combat, as it provides temporary hit points to allies who are within 30 feet and can hear your speech. These temporary hit points can help allies survive longer in combat and potentially avoid taking damage that could knock them unconscious.
The number of temporary hit points granted by Inspiring Leader increases with your character level and Charisma modifier, so characters with higher levels and higher Charisma scores will be able to grant more hit points.
However, whether or not Inspiring Leader is a good choice for a particular character will depend on their specific class, build, and playstyle.
Duration of Temporary Hit Points
Unlike some other sources of temporary hit points, such as spells like Aid or False Life, the temporary hit points granted by Inspiring Leader have no duration. This means that they last until they are used up or until the character takes a long rest, whichever comes first.
Because there is no time limit on when these temporary hit points can be used, characters who receive them can potentially hold onto them for a long time and use them strategically when they are needed most.
Why Inspiring Leader Isn’t Overpowered
Inspiring Leader is not considered overpowered for several reasons. Firstly, the temporary hit points provided by the feat are not significant enough to make a game-breaking impact on battles.
Additionally, the 10-minute requirement for the motivational speech limits its usage to situations where the party has adequate time to prepare, rather than allowing it to be used at any time.
Furthermore, the feat’s effectiveness is highly dependent on the Charisma score of the character using it, which means that characters with lower Charisma scores may not receive as significant of a benefit.
Finally, the feat is a limited resource that can only be used once per short or long rest, so it cannot be relied upon as a constant source of temporary hit points.
Taking all these factors into account, Inspiring Leader is a well-balanced feat that can enhance the roleplaying experience without causing an imbalance in gameplay.
Tactics for Using Inspiring Leader 5e
This section focuses on using Inspiring Leaders in combat and non-combat situations effectively. It also covers tactics to optimize the temporary hit points provided by the feat and maintain a balance between using Inspiring Leader and other actions during combat.
Uses of Inspiring Leader in All Situations
The Inspiring Leader feat can be used in both combat and non-combat scenarios. In combat, the best way to use it is to give temporary hit points to allies who are likely to take damage, such as tanks or melee fighters.
This can help keep them alive longer and increase the party’s overall survival.
In non-combat scenarios, the feat can be used to provide a morale boost or encouragement to allies, such as before a negotiation or a difficult skill check.
Strategies for Maximizing the Temporary Hit Points Granted by the Feat
To maximize the temporary hit points granted by Inspiring Leader, the character should have a high Charisma score and use the feat frequently, but not so frequently that it takes away from other actions in combat.
It’s also important to target allies who are likely to take damage and to use the feat before combat or early on in combat to provide the most benefit.
How to Balance Using Inspiring Leader with Other Actions in Combat
While the Inspiring Leader feat can be a powerful tool in combat, it’s important to balance its use with other actions, such as attacking or casting spells.
Using the feat too frequently can take away from the character’s other abilities and actions, so it’s important to consider the situation and the needs of the party before using the feat.
Additionally, the character should make sure they have enough bonus actions available to use the feat without sacrificing their own actions.
Drawbacks of the Inspiring Leader 5e Feat
The Inspiring Leader feat in Dungeons & Dragons 5th edition has a few drawbacks that players should consider before choosing to use it.
- It requires a 10-minute speech or words of encouragement, which may not be feasible in certain situations, such as surprise attacks or ambushes.
- The temporary hit points provided by the feat are only effective until they are depleted or until the end of the next long rest, whichever comes first, so they cannot be relied upon as a long-term solution.
- The feat is also dependent on the character’s Charisma score, so characters with lower Charisma scores may not provide as significant of a benefit to their allies.
- The feat uses up a limited resource, and characters can only use it once per short or long rest, so it should be used strategically.
Overall, while Inspiring Leader can be a powerful tool in combat and roleplaying scenarios, it is not without its limitations and drawbacks.
Variant Rules and Homebrew Options
Variant rules for Inspiring Leader may include adjusting the number of temporary hit points granted or allowing more uses per day.
Furthermore, homebrew options may provide unique benefits for specific character builds or conditions, tailored to individual campaign settings or player preferences.
These changes should be balanced and approved by the game master before implementation. Some homebrew options for Inspiring Leader include unique benefits for specific character builds or conditions.
For example, a cleric with the Life domain could grant additional temporary hit points when using Inspiring Leader, while a fighter with the Protection fighting style could allow allies to gain resistance to damage for a short time.
Additionally, some DMs may allow for a higher number of uses per day or increased amounts of temporary hit points granted based on the character’s level or other factors.
However, it’s important to discuss any homebrew options with the DM to ensure they fit with the overall balance of the game.