Warlock
Base Class: Warlock

Your patron is The Mighty Chicken, revered by some and mocked by others. It is a deity that embodies the unpredictable and untamable aspects of nature. It rules over all barnyard creatures, especially chickens, and it takes great pride in its dominion.

While some might dismiss the Mighty Chicken as a humorous or lesser deity, those who understand its true nature know that it represents the chaotic and wild forces of the world. It is a patron of those who defy the norm, who seek to carve their own path in life, and who value their freedom above all else. The Mighty Chicken is also known to be a trickster, delighting in confounding those who take life too seriously.

One of the ways in which The Mighty Chicken might tempt you into becoming a warlock is if you eat one of its followers. Furious for having lost one of its loyal servants to your hunger, it might recognize the potential in you for an even greater thrall, and offer some of its power in exchange for your service, sparing you from experiencing its chicken wrath.

(Hi all! I made this subclass as an homage to my first ever DM experience. I had a warlock player, and when asking what their deity would be, she just said "The Mighty Chicken". I gave her the Great Old One stats and just flavored stuff to be chicken-like. While that campaign only lasted for a few sessions, I decided to honor where I started many years ago by making this a real thing. This is the first time I do anything like this, so please don't shy away from constructive criticism. Sorry if the formatting isn't the best.)

 

Expanded spell list

The Mighty Chicken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

| Spell level | Spells |
| 1st | Feather Fall, Command |
| 2nd | Blur, Alter Self |
| 3rd | Haste, Wind Wall |
| 4th | Confusion, Polymorph |
| 5th | Awaken, Seeming |

Talk to the faithful

At 1st level, you gain the ability to telepathically communicate with all barnyard animals. Additionally, starting at 6th level, all Deception, Intimidation, and Persuasion checks made towards beasts who aren't hostile to you are made at advantage.

Feathered fortune

At 1st level, The Mighty Chicken bestows upon you *Mighty Feathers*, small tokens which can be used to twist the fates of its followers.

As a reaction, you can spend a *Mighty Feather* to add 1d6 to any ability check, attack roll, or saving throw made by you. This reaction can be taken after the roll is made, but before the DM describes its result. The feather does not need to be in your hands for this reaction to take effect. You can spend as many *Mighty Feathers* as you want as part of the same reaction.

You sprout a number of *Mighty Feathers* from your body equal to your Proficiency Bonus after each long rest. Once you sprout new *Mighty Feathers* in this way, any unused feathers wither away and lose their powers.

Non-followers of The Mighty Chicken may also take advantage of *Mighty Feathers* in the same way if they have one one their person. However, non-followers add a 1d4 to their rolls instead of a 1d6.

As a bonus action, you can also spend a 1st-level or higher spell slot in order to instantly sprout a number of *Mighty Feathers* equal to the spell slot level + 1. These additional feathers do not cause unused feathers from your last long rest to lose their powers, but if you still have any unused feathers sprouted by using spell slots previously, those will wither away.

At 12th level, *Mighty Feathers*' bonus increases to 1d8, and non-followers of The Mighty Chicken's bonus increases to 1d6.

Avian Trickery

At 6th level, The Mighty Chicken's influence enhances your ability to interfere with your enemies' plans, as well as improving your bird-like agility, granting you the following benefits:

*Not in my coop*. When a creature you can see within 60 feet of you makes an attack roll against you or another creature, you can use your reaction to distract them with chicken noises, imposing disadvantage on the attack roll. If the attack then misses, the attacker takes 1d6 psychic damage as you laugh at it. This damage increases by 1d4 for each time you cause the same attacker to miss until the end of the combat.

*Chicken reflexes*. You can use the Dodge action as a bonus action.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after a short rest.

long rest.

Chaotic Cluck

Starting at 10th level, The Mighty Chicken grants you the ability to release a powerful, disorienting cluck that confounds your enemies.

As an action, you can let out a chaotic cluck that affects all creatures of your choice within 60 feet of you. Each creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes Stunned for 1 minute, until it takes damage, or until it is forced to make a saving throw. Affected creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

Empowering Cluck

Also at 10th level, The Mighty Chicken grants you the ability to bolster your allies' abilities with a fraction of its power.

As an action, you can let out an empowering cluck that affects you, as well as all creatures of your choice within 60 feet of you. For 1 minute, affected creatures add an extra 10 feet to their movement speed, gain a number of temporary hit points equal to 1d8 + your Charisma modifier, and when making attack rolls, a 19 on the d20 also counts as a critical hit.

Once you use this feature, you can’t use it again until you finish a long rest.

Avatar Of The Mighty Chicken

At 14th level, you can temporarily channel the true power of The Mighty Chicken, transforming into a fearsome feathered avatar of your patron. As a bonus action, you assume this form for 1 minute, gaining the following benefits:

*Chicken Durability*: You gain 3d8 temporary hit points.

*Chicken Flight*: You gain a flying speed of 20 feet, and you can hover.

*Quick clucking*. You can use the Chaotic Cluck and Empowering Cluck features as a bonus action. You cannot use both features with the same bonus action.

*Mightier feathers*. All uses of *Mighty feathers*, including those coming from non-believers, add 1d10 to their rolls instead of their regular amount for the duration of this feature.

*All Hail The Mighty Chicken*. You, as well as all creatures of your choice within 60 feet of you now add your Charisma modifier to all of their damage and healing for the duration of this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Optional feature: Gifts of The Mighty Chicken

If your DM chooses to make The Mighty Chicken a frequent communicator or quest giver with its warlock, you may choose to use this optional feature.

If The Mighty Chicken gives its warlock a task which they then go on to accomplish in a way that exceeds its expectations, the warlock shall be awarded with a gift of appreciation.

At the end of the warlock's next long rest, a magical 2-foot tall egg appears next to them, containing inside it a gift. The egg hatches after 1d4 days or immediately upon entering a shrine of The Mighty Chicken, and contains an item from one of the random treasure tables in the Dungeon Master's Guide, depending on how pleased The Mighty Chicken felt by the warlock's actions. The random treasure table used will depend on the DM's discretion.

The egg has an AC of 20 and a number of hit points equal to 10 + your Warlock level + your Charisma modifier. If the egg is broken before its hatching time, The Mighty Chicken will be greatly displeased. The treasure within it is lost, and the warlock might face additional punishment.

 

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