Inspiring Failure for the 5e Mascot Class
Monday we laid out the concept and framework for the Mascot class for 5e, and Tuesday we presented the Domestic Companion option for the Mascot Archetype class feature. We’ll present the Torchbearer archetype later in the week, but today I actually want to define the Inspiring Failure class feature.
While a Mascot character is often out of their element and overmatched by the circumstances of adventuring, the very fact they keep trying can inspire their allies. When a mascot succeeds at a task everyone is delighted, even their failures can inspire the heroes around them to achieve greater success on the mascot’s behalf.
(art by Lunstream)
You get one use of Inspiring Failure at 3rd level, and gain an additional use at 11th, 17th, and 20th level.
The first time each day you fail an attack roll, Ability/Skill check, or saving throw while you are in an encounter that can earn XP (as determined by the GM), you earn one inspiring failure point (IFP). When an ally within 60 feet who witnessed your failure fails an attack, ability/skill, or save, you may expend an IFP to grant them a special reroll. If the d20 on their reroll results in a 1-10, they gain a +10 bonus to their total.
Each additional use you gain of inspiring failure allows you to gain an IFP from an additional failed roll on your point. When you take a long rest, you lose all IFP.
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