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Become a Patron!
## Otherworldly Patron ## Ancient Beast: Penguin ### *Look, look, hear me out. I know the idea seems silly, you just look at all these adorable little friends and you don't think they can give you much. Trust me, take the deal. once you walk (or waddle) this path you will know there was no other option.*
~ From the dual blade chronicles, chapter 85
Deep in the arctic the ancient penguin makes its home guiding their colony to live in peace and merriment. This carefree and family oriented way of life attracts those warlocks who wish to not only bring peace to their own life but find family within the most dire of circumstances. #### Expanded Spell List ##### Ancient Penguin Expanded Spells | Spell Level | Spells | |:------------:|:-----------| | 1st | *beast bond, armor of agathys* | | 2nd | *animal messenger, Sniloc's snowball swarm* | | 3rd | *conjure animals, Leomund's tiny hut* | | 4th | *guardian of nature, ice storm* | | 5th | *commune with nature, cone of cold* | #### Waimanu Magic Beginning at 1st level, you bond with your patron grants you their affinity for aquatic environments, you gain a swim speed of 30 feet if you do not already have so if you do it is doubled instead. Additionally, You can speak to penguins as if you were under the effects of the *speak with animals* spell. \columnbreak
#### Ice Rink Also at 1st level, as an action, you can transmute the area 60 feet around you into slick ice for 1 hour. while active the area grants the following effects; * When a creature within the area is hit by or hits another creature with an attack roll the creatures are pushed 5 feet away from each other. * If a creature moves more than half their movement speed on their turn they must make a dexterity saving throw. On a failed save they fall prone. * If a creatures speed is reduced by any means their speed is reduced to 0 until the start of their next turn instead.
You can use this feature once and regain all uses upon finishing a long rest. #### Winter Wonderland At 6th level, the area of your Ice Rink features has light snowfall for its duration lightly obscuring the area.
Additionally, you and your allies can ignore any of the effects of your Ice Rink feature. #### Slip and Slide At 10th level, you learn to move as a penguin does. You can as a bonus action, take the dash action, when you do so you fall prone and can only move in a strait line, moving this way does not allow creatures to attack you as a reaction.
Additionally, if you are within the area of your Ice Rink feature when a creature moves at least 10 feet in a straight line, you can use your reaction to force it to move an additional 30 feet in the same straight line direction. This movement does not provoke opportunity attacks and the creature takes 1d6 bludgeoning damage if they collide with something from this movement. \pagebreakNum
#### Beast Channeling: Imperial Penguin Master At 14th level, you have gained great understanding and control over the power your patron holds and you can now being to channel even greater power from your patron.
As an action, you can enter a special transformation that lasts for 1 minute. While in this state your body appears to be covered in the tightly packed feathers of your patron.
While in this transformation you gain the following benefits; * You gain the benefits of the *investiture of ice* spell. * When you enter this transformation it also triggers your Ice Rink feature without consuming a use of it. It lasts for the duration of this transformation. * While prone your speed is doubled instead of being reduced.
You can do this once per long rest. ## Eldritch Invocations ### Feral Form *Prerequisite: 3rd level, Ancient Beast Patron*
You gain the ability to as an action, wildshape into the same creature as your patron. You can do this once per long rest. ### Majestic Form *Prerequisite: 16th level, Ancient Beast Patron*
You gain the ability to as an action, wildshape into the majestic creature associated with your patron. You can do this once per long rest. ### Beasts Fangs *Prerequisite: Pact of the Blade, Ancient Beast Patron*
you gain a natural weapon from your patron, which you can use to make unarmed strikes. If you hit with them, you deal slashing, peircing, or bludgeoning damage (your choice when you gain this invocation) equal to 1d8 + your Charisma modifier. ### Perfect Beast Channeling *Prerequisite: 18th-level, Ancient Beast Patron*
When you use your Beast Channeling Feature you gain these additional effects; * You gain +1 to Charisma ability checks and saving throws. * The duration of your transformation increases to 10 minutes. * The spell *Regenerate* is cast on yourself with you as the caster. \pagebreakNum ___ ___ > ## Majestic Penguin >*Gargantuan Monstrosity* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 100 > - **Speed** 30ft. walking, Swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|16 (+3)|5 (-2)|14 (+2)|22 (+7)| >___ > - **Saving Throws** Proficient in your saving throws. > - **Skills** Proficient in your skills. > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned > - **Senses** darkvision 60ft. > - **Languages** Your languages > ___ > > ***Legendary Resistance*** (1/Day). If the Majestic Penguin fails a saving throw, the Majestic Centipede can choose to succeed instead. > > ***Ancient Beat Inheritance.*** The Majestic Penguin can use your Ice Rink and Slip and Slide features, as well as cast your warlock spells. > > ***Fluff Bullet*** If the majestic penguin moves more than 30 feet in a strait line before attacking the damage of your Flipper Hit is doubled. > > ### Actions > ***Multiattack.*** The Majestic Penguin makes two Flipper Hit attacks. > > ***Flipper Hit.*** *Melee Weapon Attack*: +10 to hit, *reach* 5 ft., *one target*. Hit: 17 (1d12 + 4) force damage. > >