Well. We need your post KJ!
Also, I'm going to swap out the inspiration points for action points. You guys don't seem to use them very much, or even notice you have them. So let's make it better!
Action Points
Action points are earned during gameplay-I will reward them at will, depending on your actions. You can use as many of them in a turn as you wish to use.
-Good Roleplaying/Of course. Taking the initiative and starting your own roleplaying stories are likely to benefit here-I won't personally start RP's just to reward you with points. Remember, you can use flashbacks (or flashforwards) even during combat-I reward using the narrative tools at your disposal. Being true to your characters personality-even to your detriment-will also be counted.
-Daring/Doing something that impresses or surprises me in gamewill certainly earn you action points.
-Whim/Like a cruel and capricious God, I may issue them at random.
Your action point maximum equals 5 + 1/2 your character level.
Uses
Inspired: Get the advantage on all rolls for the next turn-i.e, roll twice and take best. This can be ANY roll, attack, skill checks or saves.
Weak Spot: Designate one enemy-when you successfully attack this foe, you ignore any of it's damage reduction and it's resists are counted as one tier lower-example, immune enemies (No damage) become merely resistant (half damage). Enemies with no resistance become vulnerable (double damage). Enemies with vulnerability don't get reduced any further, however. Normally, this ability lasts until you drop the enemy, or the end of the combat encounter-some legendary creatures may only have a narrow window to exploit their weak spot, however.
Miraculous Recovery: You can immediately regain 1d10+your level in health points. Additional points past your max gained in this way become temporary HP that never goes away-you have it until you lose it. This can save you from dying.
Arcane Mastery: The next spell you cast costs no spell slot.
Martial Perfection: The next ability you use (i.e, rage, superiority dice) does not expend a use.
Harness Artifact: You can expend a point to immediately attune yourself to a magic item, identify it fully(at no cost), and restore all it's usable charges.
Unbreakable Defense: For the next round, all attacks and spells against you roll at a disadvantage.
Superhuman Reflexes: You immediately increase your initiative count to 20-this can't give you two turns in a round, but you can move your turn up in the order.