Expanded Spell List
The Giant Primordial Duck lets you choose from an expanded
list of spells when you learn a warlock spell. The following are
added to the warlock spell list for you.
Spell Level |
Spells |
1 |
Create or Destroy Water, Feather Fall |
2 |
Aid, Moonbeam |
3 |
Wall of Water, Water Walk |
4 |
Locate Creature, Watery Sphere |
5 |
Cone of Cold, Skill Empowerment |
Duck Instincts
Beginning at 1st level, your patron grants you a small portions
of its own instinctive traits. You gain the following benefits:
If you are in a place where “north” exists, you always know
the direction of north from your current position.
Through the use of sounds and gestures, you can
communicate simple ideas with all ducks and birds.
Plumage
Beginning at 1st level, as a bonus action, if you are not
wearing medium armor, heavy armor, or wielding a shield, you
can grow a large plumage of colorful duck feathers around
yourself. The plumage ends after 1 minute, you are
incapacitated, or you choose to end it early (no action
required). While the plumage is active, you gain the following
benefits:
- You have a +1 bonus to your AC
- You have advantage on Charisma (Intimidation) checks
- Your gain a 10 foot bonus to your speed
- Once you use this feature, you cannot use it again until you finish a short or long rest.
Flee
Starting at 6th level, as a reaction to taking damage, you can
create a puff of duck feathers around yourself, reducing the
damage taken by your warlock level + your Charisma modifier
(minimum of 1). You can then move up to half your movement
speed without provoking opportunity attacks.
Once you use this feature, you cannot use it again until you
finish a short or long rest.
Game Endurance
At 10th level, your patron grants you more of its primordial
power. You gain a swim speed equal to your movement speed,
you can hold your breath for up to 10 minutes, and you gain
resistance to cold damage.
Shatter Quack
At 14th level, you gain the ability to channel your inner duck.
As an action, you can let out an earth shattering quack. Up to
5 creatures of your choice that you can see within 60 feet of
you must make a Wisdom saving throw against your warlock
spell save DC. A creature that fails its save takes 8d8 psychic
damage and is frightened of you until the end of your next
turn. A creature that succeeds takes half damage and is not
frightened.
After being targeted by this effect, a creature is immune to it
for one hour
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