The Giant Duck

Your patron is a giant 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 Duck Patron Features

Warlock Level Feature 1 Duck Instincts, Plumage 6 Duck Form 10 Flee 14 Shatter Quack

Expanded Spell List

The Giant 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.

You have an intrinsic layer of waterproof coating around your body. You can never stay wet for more than 1 round from non-magical liquids unless you are willing.

Plumage

Beginning at 1st level as a bonus action 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:

You have a +1 bonus to your AC if you are not wearing medium armor, heavy armor, or wielding a shield.

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.

Duck Form

At 6th level, you gain the ability to transform into a duck. As an action you and everything you are carrying morph into the form of a duck. Your size becomes tiny and you use the duck stat block, except you retain your Intelligence, Wisdom, and Charism ability scores. While in duck from, you can only use your action to Dash, Dodge, Help, Hide, Search, or make the beak attack. You can transform back to your normal form as a bonus action. If you are reduced to 0 hit points in duck form, you revert back to your normal form, and any excess damage carries over to your normal form. The duck stat block is listed at the end of this subclass description.

Flee

Starting at 10th level, as a reaction to an attack being made against you, you can use your reaction to create a puff of yellow feathers in front of you, giving the attack disadvantage, you can then move up to 10 feet without provoking opportunity attacks.

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. Each of the 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 of you. Once you use this ability, you cannot use it again until you finish a short or long rest.