Inspiring Leader
Complete guide to the Inspiring Leader feat in D&D 5e. Grant temporary HP to your entire party, boost survivability, and lead your allies to victory.
Benefit
You can spend 10 minutes inspiring your companions, granting them temporary hit points equal to your level + Charisma modifier.
Mechanics
Inspiring Leader allows you to bolster your allies before battle: **Inspiring Speech:** You can spend 10 minutes giving an inspiring speech. Choose up to six friendly creatures (which can include yourself) within 30 feet who can see or hear you and who can understand you. **Temporary HP:** Each creature gains temporary hit points equal to your level + your Charisma modifier. **The Math:** - Level 4, CHA 16 (+3): 7 temp HP per person = 42 HP total - Level 8, CHA 18 (+4): 12 temp HP per person = 72 HP total - Level 12, CHA 20 (+5): 17 temp HP per person = 102 HP total **Important Details:** - Can be used during short rests - Temporary HP lasts until it's lost or you finish a long rest - Temporary HP doesn't stack (if you use this twice, they take the higher value) - Free HP for the whole party before every combat - Scales with your level and Charisma
Synergies
- *Bard/Paladin/Warlock - Natural CHA builds benefit
- *Twilight Cleric - Stack temp HP sources (though temp HP doesn't stack, you can refresh)
- *Heroism spell - Different source of temp HP
- *Bear Totem Barbarian - Resistance makes temp HP worth twice as much
- *Aura of Protection (Paladin) - Keep allies alive to benefit from the aura
Common Mistakes
DM Tips
Sources & Further Reading
- Inspiring Leader — D&D 5e Wikidot — Full SRD feat text
- Feats — D&D Beyond — Official feat list