Your characters alignment is a broad measure of how they react in a given situation. Inspiration can be given to players as a reward when a player plays their character according to their alignment. Both topics are covered here. <br> ___ ### Alignment Most creatures have an alignment, which broadly describes its moral and personal attitudes. When choosing an alignment, pick 2 of the 3 following alignment factors that matter most to your character. Ethics, Philosphy, and Motivation. For both of your chosen factors, decide how they matter to your character. <br> ##### Ethics >Ethics dictate whether your character aligns themselves as a Good or Evil person. If your character has a strong stance ethical stance on either, this is a good alignment factor to choose. <br> ##### Philosophy >Philosophy dictates whether your character aligns themselves as a Principled or Rebellious person. If your character strictly follows or openly defies a personal code or the rule of law, this is a good factor to choose. <br> ##### Motivation >Motivation dictates whether your character aligns themselves as an Altruistic or Opportunistic person. If your character is intentionally selfless or selfish, this is a good factor to choose. <br><br> ### Roleplaying your Alignment Once you have chosen 2 alignment factors that matter to you and decided what stance you've taken on each, your character's alignment should fall on one of the intersection pips of the following chart. ![[Alignment.png]] <br> When making your character, your alignment serves as a basis for how to roleplay your character, but is by no means set in stone. Alignments can change over time, an evil character can become good or vice versa. If you feel like your characters alignment has changed, make sure to note it on your character sheet. If your character finds themselves in a situation where you as a player might be unsure as to what to do, you can always fall back on your alignment to help decide what might be in your characters best interest. If your character does something impactful that matches their alignment, the DM may reward you with [[#Inspiration|inspiration]]. <br> ___ ### Inspiration Inspiration is a rule the DM can use to reward players for playing in a way that’s true to his or her character, or in situations where they've rolled poorly. <br> ##### Gaining Inspiration Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play your character in a compelling way. This is different from [[Bard#Bardic Inspiration|bardic inspiration]]. Inspiration is also granted to a character when they fail. If a player rolls a natural 1 on an attack roll, check or saving throw, they are granted inspiration so that they can hopefully break out of their unlucky streak. This represents your characters resolve; even in the face of failure, they might stand and do better next time. Inspiration does not stack; you can only hold one Inspiration at a time. [[Bard#Bardic Inspiration|Bardic inspiration]] is a separate source of inspiration which can be stored and expended alongside inspiration. <br><br> ##### Using Inspiration If you have inspiration, you can expend it when you make an attack roll, check or saving throw. Spending your inspiration gives you the opportunity to re-roll the outcome once, and apply the higher result to the roll. Note that this does not grant [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the roll, and cannot be used to cancel a roll made at [[Abilities & Skills#Advantage & Disadvantage|disadvantage]], or used to apply effects like [[Rogue#Sneak Attack|Sneak Attack]]. For example, if you are making an attack and you have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the roll, you roll two d20's and take the lower of the two. If you have Inspiration, you can then choose to apply it to the **outcome of the roll**. If your roll resulted in a 12 and a 6 on the two die, you could then use Inspiration to reroll the **lower** of the two die, the 6 in this case. In this example, if the re-rolled die is an 18, the disadvantage still applies, and the result of your disadvantaged roll would be the 12 that you originally rolled. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character attempts to do something that contributes to the story in a fun or interesting way, if you have unspent inspiration, you can choose to give it to that character for any roll that they might make, instead of using it for yourself. Inspiration earned through any method only lasts until the end of your next [[Survival Needs#Long Rest|long rest]] however, so if you've got it, be sure to use it!