The Giant Primordial Duck
Your patron is a giant primordial duck. No one really knows how these giant ducks came to be, or what they are capable of. They keep their true ambitions secret from everyone except only the most trusted of allies. Your patrons’ motives are most likely a mystery to you.
Giant Primordial Duck Patron Features
Warlock Level | Feature |
---|---|
1 | Duck Instincts, Plumage |
6 | Flee |
10 | Game Endurance |
14 | Shatter Quack |
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 pieces of its power. You gain the following features:
- 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 of size medium or smaller.
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 end it as a bonus action. 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 movement speed increases by 10 feet.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Flee
Starting at 6th level, you can create a puff of duck feathers in front of you to avoid damage. As a reaction to an attack roll being made against you, you can cause the attack to automatically miss, regardless of its roll; you can then move up to half your 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 normal speed and you can hold your breath for up to 10 minutes. Additionally, you gain resistance to cold damage and you ignore all fall 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. Choose up to 5 creatures you can see within 60 feet of you. All of the target creatures that can hear you must make a Wisdom saving throw against your warlock spell save DC. A creature that fails 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.
Once a creature has been the target of your shatter quack, you cannot target it with this feature again for one hour.
Pact of the Chain Familiar
When a warlock of the Giant Primordial Duck patron chooses the Pact of the Chain feature, they can choose a duck as a special form for their familiar.
Duck
Tiney beast, unaligned
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 20ft., fly 40 ft., swim 20ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 6 (-2)
Skills Perception +3
Senses Passive perception 13
Challenge 0 (10 XP)
Hold Breath. While underwater, the duck can hold its breath for 10 minutes.
Known Direction. While in a place where “north” exists, the duck always knows the direction of north from its current position.
Languages -
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing damage.
Credits
Content: lnxsinon
Duck Images: Duck art
Lake Image: jesus-at-art