Fey Pranks

Are you a stick in the mud that takes life WAY to seriously??..... no, good! I didn't think so! I figure if you've read this far you must be a bit of a prankster, well I've got some good news for you.... PRANKS!!!! 

Yup, every prankster needs some epic pranks, right??.... of course they do, wouldn't be much of a prankster without them! Well here's a few ideas that have proven fun for me... I hope you get as much fun out of them as I have!

 

I Pinch!!!

When a creature you can see within 90 feet attempts to make an attack or cast a spell, you can use your reaction to attempt to foil them. You cause a spectral hand to pinch them on the butt, forcing them to succeed at a Wisdom saving throw or fail at their action. If it’s an attack they are treated as rolling a 1 on their attack roll, and must also make a Dexterity saving throw or drop their weapon. If casting a spell, on a failure they lose concentration on the casting, causing the spell to fail and the spell slot to be lost.

 

Let One Slip

As a reaction, you cause a sound and smell to emanate from a target of your choice within 60 feet. They must succeed at a Charisma saving throw or have disadvantage on all Charisma skill checks for the next 24 hours.  

 

Joy Buzzer

As an action, you can give a shocking surprise to a creature within 5 feet of you. The attempt to touch a creature, the creature must succeed at a Dexterity saving throw or take 3d6 lightning damage and be stunned until the start of your next turn, or half as much damage on a success.

 

Pie Face

As a bonus action, a cream pie flies out of nowhere, summoned by use, thrown from one of your pixie friends…. Maybe it was the guard over there…. Who knows. A creature of you can see within 60 feet must succeed on a Dexterity saving throw or be blinded until they use their action to clean the delicious cream pie off of their face.

 

Have a Nice Trip!

As a reaction, when a creature you can see within 90 feet, attempts to move more than 5 feet, you cause magical string to bind their ankles. The creature must succeed at a Strength saving throw or be knocked prone, taking 1d6 damage and must use their action to untie themselves before they can stand up or move.

 

Hot Foot, Hot Foot!!!

As a bonus action, you cause a small flame to burst forth from the foot of a creature you can see within 60 feet. The creature takes 3d6 fire damage and must succeed at a Constitution saving throw or spend their next turn doing nothing but putting out the fire. If the fire is still burning at the end of their turn, they take 1d6 fire damage.

 

Glitter Bomb!

As a reaction, when a creature you can see within 90 feet opens something, a door, a chest, a pouch, etc. a loud pop sounds and magical glitter shoots from whatever it opened. All creature within 5 feet of whatever is opened must succeed at a Wisdom saving throw or be panicked; on each of its turns, the frightened creature must take the Dash action and move away from the area by the safest and shortest available route, unless there is nowhere to move. At the start of its turn, any affected can repeat the saving throw, on a success the affect ends for them.

 

This Doesn’t Taste Right?

As a reaction, when a creature you can see within 90 feet eats or drinks something, you cause it to taste horrible. The creature has disadvantage on all attack rolls, saving throws and ability checks until the end of their next turn and must succeed at a Constitution saving throw, on a failure they spend the next 1d4 turns doing nothing but spitting out food and trying not to throw up.  

 

Where Did That Go?!?!?

As a bonus action, you can make an item or items, that aren’t being worn or held, disappear. You cause an item or items, that you can see within 60 feet, to slip into a pocket dimension. The item or items can’t take up more than 1 cubic foot. After 1 minute the item reappears in its original location, unless that area is now occupied, in which case it reappears in the nearest unoccupied location.

 

Frog in Your Throat?

As a bonus action, a creature loses the ability to speak, making a croaking sound whenever they attempt to speak. One creature of your choice, within 30 feet must succeed at an Intelligence saving throw or lose the ability to speak for 1d4 rounds.

 

 It’s All Gone Topsy-Turvy!

As an action, you cause the world to swim for a number of creatures within 60 feet equal to your proficiency bonus. They must succeed at a Wisdom saving throw or be Dazed for 1d4 rounds.

 

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