Annoy

Illusion Cantrip

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, M (a dead insect or spider)

S, M (a dead insect or spider) Duration: Concentration, up to 1 minute

You choose a creature that you can see within range and cause minor sensory effects to torment, confuse, or annoy them for the duration. The effects can be those of your choosing but they have no physical impact on the target or their surroundings. You can make the sensation or sound of dripping water, the feeling of flies buzzing in the target's ears, an itch in an uncomfortable place, tinnitus, the feeling of a sneeze that never comes, or a similar effect of your choosing.

The creature will react according to their nature in response, distractedly batting away a gnat, blowing their nose, scratching themselves, or even leaving the area to flee an unseen swarm of pests. However, some targets of the DMs determination, like a professional guard at watch, will be very resistant to the effects and may ignore them entirely. As an action, the target can make a wisdom saving throw to realize that the effect is illusory and end its effects. After one failure, subsequent saving throws are made at disadvantage.

Investiture of Grog

1st-level conjuration

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (an empty mug, pint glass, or stein)

V, S, M (an empty mug, pint glass, or stein) Duration: 1 minute

You make a toast and conjure a floating cask within range of ale, lager, or mead that immediately begins to drain from its open spigot. For the duration, it can fill one pint glass or stein per round or two smaller glasses every round until the spell ends. Raucous music of your choice also fills the air. There is no valve on the spigot and attempting to plug it instead causes the drought to spray everywhere. After one minute the music draws to a crescendo and the cask disappears in a burst of confetti.

Kai Tiaki of Wind

Transmutation Cantrip

Casting Time: 1 action

1 action Range: Unlimited

Unlimited Components: V, S

V, S Duration: Instantaneous

A small gust of warm breeze is pushed forward by your hand. You picture an individual creature with whom you are familiar as you cast the spell and the gust of wind immediately moves towards wherever they are. The gust moves at a speed of 90 or 10 miles per hour. It can move around objects and through openings no narrower than 1 inch wide. If it is unable to maintain a clear path or the target is on another plane, the gust disperses without your knowledge.

Upon reaching its target the gust imparts a minor physical interaction of your choice, enough to be felt, but not enough to exert any force or be noticed by any nearby creatures. It can give a soft caress, a light nudge, or slight bump on the rear and it disperses after making contact. The target magically knows the gust was from you if they were able to perceive it and know who you are (otherwise it is dismissed as a gnat or a breeze), but they are transmitted no additional information nor are you aware if it reaches it destination.

Legendary Beast

2nd-level enchantment

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 10 minutes

A willing beast you touch is imbued with a ferocious aura and tenacity for the fight. It gains advantage on saving throws against being frightened. The chosen beast gains one of the following benefits, and you can use an action to change to the other option at any point during the duration of the spell.

Magic Claws. Their natural weapons glow with magical power, dealing and additional 1d4 force damage on hit and making them magical weapons for the duration.

Frightening Posture. If the beast’s size is medium or larger they gain a new action which they can use to cause creatures within 20 feet of the beast to make a wisdom saving throw versus your spell save DC or become frightened of the beast for 1 minute. An affected creature may repeat their saving throw at the end of each its turn, with disadvantage if the beast is within line of sight, ending the effect early on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the beast gains temporary hit points at the starts of each of its turns equal to your spellcasting modifier plus the level of the spell slot used. The save DC against Frightening Posture increases by 1 for each level of the beast’s size class above medium. The Magic Claws feature deals one additional point of force damage for each spell level above 2nd.