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Become a Patron!
### The Giant Primordial Duck Your patron is a giant primordial duck. No one really knows how these creatures came to be, or what they are capable of, but many know of their terror and power. They are but a mystery to most, keeping their true ambitions to themselves. Your patrons’ motives are most likely a mystery to you. #### 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 Small 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 can't 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 speed without provoking opportunity attacks. Once you use this feature, you can't 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 walking speed, you can hold your breath for up to 10 minutes, and you gain resistance to cold damage. Additionally, when you use your Plumage feature, you gain 2d6 temporary hit points that last for the duration. \columnbreak #### 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. Any number of creatures of your choice that you can see within 60 feet of you must make a Wisdom saving throw against your 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 as much damage and isn't frightened. Once you use this feature, you can't use it again until you finish a long rest. ### Eldritch Invocations The following are additional eldritch invocation options available to warlocks of the giant primordial duck patron. At a DMs discretion, these invocations can be made available to any warlock. #### Agonizing Shadows *Prerequisite: Giant Primordial Duck patron, Pact of the Tome feature* **
** ___ You add your Charisma modifier to the damage you deal with any cantrip in your book of shadows that isn't normally on the warlock spell list. #### Bird Call *Prerequisite: Giant Primordial Duck patron, 5th level* **
** ___ As a bonus action, you can gain temporary hit points equal to half your warlock level + your Charisma modifier (minimum of 1). While you have these hit points, dozens of small birds fly around you in your space. When you activate this invocation, and as a bonus action on subsequent turns, you can have the birds fly out and claw at a creature within 30 feet of you, dealing magical piercing damage to it equal to your remaining temporary hit points. Once you use this invocation, you can’t use it again until you finish a short or long rest. #### Magical Duck *Prerequisite: Giant Primordial Duck patron, Pact of the Chain feature* **
** ___ You can choose a duck as a special form for your familiar. While your familiar is a duck, its maximum hit points increases by your warlock level, and you can communicate telepathically with it, and see through its eyes and hear what it hears while it is within one mile of you. #### Sapping Blade *Prerequisite: Giant Primordial Duck patron, Pact of the Blade feature* **
** ___ When you hit a creature with your pact weapon, it can't make opportunity attacks against you until the start of your next turn. \pagebreak ___ > ## Duck >*Tiny beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 5 (2d4) > - **Speed** 40ft., fly 40 ft., swim 40 ft. >___ >|STR |DEX |CON |INT |WIS |CHA | >|:----:|:-----:|:-----:|:----:|:----:|:-----:| >|8 (-1)|14 (+2)|10 (+0)|2 (-4)|12 (+1)|6 (-2)| > ___ > > **Skills** Perception +4
> **Senses** Passive perception 13 >___ >**Hold Breath.** 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.
> ### Actions > ***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit:* 1d4 + 2 piercing damage. > \columnbreak
#### Fan Content Policy *The Giant Primordial Duck is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.*