Ranger
Base Class: Ranger

The ancient Quacken conclave is a society of rangers, sworn by oath to serve The Great Quacken, a colossal, and powerful Duck-god, who lives at the heart of a hidden pond. Rangers of the Quacken conclave are rare, but those who have met one tell stories of their prowess in battle, and fearsome fowl companions. Quacken Conclave Rangers are friends to all waterfowl, often living by streams, lakes, or ponds, to protect their feathered brethren. 

Loyal Flock

Every Quacken ranger travels with a float of ferocious followers. At third level, you travel with three ducks. The number of Ducks you may have in your flock increases as you gain levels, every time you gain a feature from this subclass, increase the size of your flock by 1.  The ducks are friendly to you, and collectively use the Duck Flock stat block below, they share your initiative count and act immediately after you. The ducks will not move more than 10ft away from you willingly, and cannot take actions on their turn, unless you use your bonus action to issue a command to the whole flock, such as “retrieve that object”, or “attack that creature”. If any of your ducks perish, you may spend a long rest summoning and befriending new ducks. You may also magically summon one new duck with an action, by expending a spell slot. When using this ability, you add to your flock a number of ducks equal to the level of the slot expended.

Duck Flock:


 

Hit Points: 1 per duck in the flock

Armor Class: 12

Speed: walk 30ft, swim 30ft


 

Strength: 10(+0)   Dexterity: 12(+1)   Constitution: 7(-2)   Intelligence: 3(-4)   Wisdom:  5(-3)   Charisma: 10(+0)


 

Actions:

Peck: +your spell attack to hit, 1 bludgeoning dmg per duck in the flock.


 

Duck-like Nature

At third level, your connection to your ducks, and loyalty to the Great Quacken have granted you some Duck-Like traits. 

  • You gain a swimming speed equal to your walking speed
  • You have advantage on Charisma (Intimidation) checks as long as you have at least one duck with you

Duck Sacrifice

At 7th level, when you are targeted by an attack, you may use your reaction to command one duck to fly into the attack’s path and protect you. If the attack roll would hit you, it automatically hits the duck instead, killing it instantly. If the attack roll misses, the duck is granted ascension by the Great Quacken, as a reward for its bravery. It flies away in a random direction, never to be seen again, as it now lives in The Pond of Dreams.

Additionally, you may use a reaction while falling to command 2 of your ducks to grab hold of you, slowing your descent. You fall at a rate of 60ft per round, take no fall damage, and when you land, the two ducks who carried you are granted ascension as described above.

Storm Of Feathers

At 11th level, you may use a bonus action on your turn to command 3 of your ducks to fly in chaotic circles around you. This duckstorm lasts for 1 minute, or until you dismiss it (no action required). While the ability is active:

  •  The 3 ducks no longer count as part of your Duck Flock
  • the area within 10ft of you in all directions becomes difficult terrain. 
  • You gain a +2 bonus to AC

When the effect ends, all 3 ducks are Granted ascension to the pond of dreams, and fly away. The effect ends early if its area overlaps with a damaging AOE spell such as fireball, in which case all 3 ducks die instantly.

Quack Of The Quacken

At 15th level, As an action, you may bellow forth an earth-shaking Quack. All creatures within 60ft of you must make a Wisdom Saving throw against your spell save DC or be knocked prone, and frightened by you until the end of your next turn. When you use this ability and have less than your maximum number of ducks in your flock, (6 at 15th level), your mighty call summons 1 new duck to your flock.

Comments

Posts Quoted:
Reply
Clear All Quotes