Inspiring Leader
| Name | Inspiring Leader |
|---|---|
| Prerequisite | Charisma 13 or higher |
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Benefits
- Temporary HP: Grant level + Charisma modifier temp HP to up to 6 allies
- Short Rest Recharge: Can be used after every short or long rest
- No Action Economy Cost: Takes 10 minutes outside of combat
- Scales with Level: Becomes more powerful as you progress
Analysis
Inspiring Leader provides a significant pool of temporary hit points that can be distributed to the entire party. At level 5 with 18 Charisma, that's 9 temp HP to six allies (54 total HP buffer). This effectively gives the party extra hit points before every combat encounter, which is especially valuable in dungeon crawls with multiple encounters between rests.
Best For
- Bards: Natural leaders with high Charisma
- Paladins: Support-focused leaders
- Warlocks: High Charisma and limited spell slots
- Any high-CHA character: In parties that take frequent short rests
Comparisons
- More efficient than most healing over a full adventuring day
- Especially valuable in campaigns with multiple encounters per rest
- Combines well with other temp HP sources (they don't stack, but options are good)