annoyance

Red Deck: Failure Cards with Annoyance Focus

    Card Name: Bumbling Aura

    Effect: Your failed attack creates a disruptive energy. One ally within 15 feet has disadvantage on their next skill check.

    Roleplay Prompt: Your clumsiness emanates outward, causing an ally nearby to lose their focus and falter in their next action.

    Card Name: Irritating Mistake

    Effect: The sound of your failed attempt vexes an enemy into a surge of irritation, granting them +1 to their next damage roll.

    Roleplay Prompt: The noise of your failure grates on the nerves of an enemy, making them more eager to lash out with a bit of extra force in their next attack.

    Card Name: Grating Error

    Effect: An aura of annoyance fills the air. All allies within 10 feet must roll a Wisdom saving throw (DC 14). On a failure, they receive a -1 penalty to their next attack roll.

    Roleplay Prompt: The minor irritation of your mistake is unexpectedly contagious, causing nearby allies to become a bit off-balance, affecting their precision.

Green Deck: Crit Cards with Annoyance Focus

    Card Name: Pesky Triumph

    Effect: Your critical success imbues an ally with a slight, irksome advantage. One ally within 15 feet gains +1 to their next saving throw.

    Roleplay Prompt: The effectiveness of your attack invigorates an ally, making them slightly more resilient, if a bit obnoxiously so, for their next challenge.

    Card Name: Annoyingly Accurate

    Effect: Your critical hit distracts an enemy with its pinpoint accuracy, causing them to take a -1 penalty to their next saving throw.

    Roleplay Prompt: Your attack is so accurate it’s annoying, throwing off your enemy’s focus and making them more susceptible to whatever comes next.

    Card Name: Petty Relief

    Effect: The success of your critical attack causes a ripple of minor but impactful relief. All allies within 10 feet gain a +1 bonus to their next skill check.

    Roleplay Prompt: Your successful attack lifts the spirits of your allies, filling them with a renewed but slightly petty sense of self-assurance that aids them in their next task.

These cards are designed to incorporate the roleplay emphasis of annoyance into the battle dynamics. Each one offers a transient alteration to the game’s attributes, influencing the strategies and outcomes in ways that evoke the theme of annoyance for both allies and enemies.