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The Giant Primordial Duck

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
Create or Destroy Water, Feather Fall
Aid, Moonbeam
Wall of Water, Water Walk
Locate Creature, Watery Sphere
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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