aversion

Red Deck: “Failure” Cards with Roleplay Emphasis on Aversion

Hex of Repulsion

Effect: For one round, an ally of your choice within 30 feet becomes repulsive to all creatures. All attacks against this ally gain advantage, as enemies are compelled to remove the source of their discomfort.

Roleplay Emphasis: The energies unleashed by your failed attack twist into a palpable aura of aversion around an ally. Creatures find this individual momentarily intolerable, provoking them to strike with keen focus to eliminate the source of their unease.

Shunning Mist

Effect: A mist engulfs a 15-foot radius centered on you. Friends and foes within the mist are filled with a sense of aversion toward each other and must spend their next turn moving away from each other if possible.

Roleplay Emphasis: Your failed attack causes the atmosphere itself to coalesce into a mist imbued with the essence of aversion. Those enveloped find it uncomfortable to remain close to anyone else, prompting them to distance themselves.

Beacon of Enmity

Effect: An enemy of your choice gains a magnetizing aura for one round. All attacks aimed at targets other than this enemy suffer a disadvantage.

Roleplay Emphasis: The misspent energies from your attack inadvertently channel into an enemy, making them a focal point of negative attention. Other combatants find it difficult to focus on targets other than this particular enemy due to a sense of aversion toward attacking others.

Green Deck: “Crit” Cards with Roleplay Emphasis on Aversion

Aura of Disgust

Effect: You emanate an aura of aversion for one round. Enemies within a 10-foot radius must make a Wisdom saving throw or have disadvantage on attacks against you.

Roleplay Emphasis: The power of your successful attack manifests as an aura that instills a sense of deep aversion in your enemies. They find it harder to land their blows against you, as if repelled by your very presence.

Anathema Blade

Effect: Your weapon becomes particularly abhorrent to a type of enemy (e.g., undead, elemental) for one round. Attacks against this type of enemy gain advantage.

Roleplay Emphasis: Your critical hit invests your weapon with a focused aversion against a specific type of foe. Your attacks become the embodiment of their worst fears or antipathies, making it easier to exploit their weaknesses.

Exile’s Boon

Effect: An ally of your choice gains resistance to a damage type they have an aversion to (e.g., fire for a water elemental, radiant for an undead) for one round.

Roleplay Emphasis: The energy of your successful attack coalesces into a protective barrier around an ally, focused on a type of damage they find naturally repugnant. This momentarily lessens the impact of their inherent aversion.

Each of these cards is designed to weave the theme of aversion into the gameplay and narrative. The red deck amplifies aversive elements to create challenges or complications, while the green deck allows for turning the concept of aversion into a tactical advantage or form of protection.