Regular Inspiration
Regular inspiration can be granted both by the Dungeon Master and by the players. Regular inspiration follows the rules from the Player's Handbook
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Regular inspiration expires at the end of the next session, so there is no reason to hold onto it. In fact, if inspiration goes unused and expires (aside from situations where no rolls were called for in a session), the DM will be granted a D6 to be used with any roll they so choose.
DM Inspiration
DM inspiration can only be granted by the DM, but because of this it has additional powerful effects that it can be cashed in for. DM inspiration may be used like traditional inspiration (advantage on a roll), but can also be turned in for one of the following effects:
- You may use your inspiration to impose disadvantage on an enemy's attack roll, saving throw, or ability check
- You may use your inspiration to turn a normal hit into a critical hit
- Surging Strike: You may use your inspiration to make an additional attack action or cast a cantrip on top of your regular action/bonus action
- Recharge: You may use your inspiration to regain an expended resource or feature that can be used as if you took a short rest
- Shielding: You can expend an inspiration point to roll a number of available Hit Die up to your proficiency bonus. Add your constitution modifier to that roll and you gain those hit points as temporary hit points. The temporary hit points last for one hour
- Swift Action: You can expend an DM inspiration on your turn to take the dash, doge, disengage, or Use Object action for free