Prerequisite: Duckfolk, Charisma 13+
You’ve honed your commanding quack to supernatural volume and presence.
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You can emit a resonant quack that shakes the air. As an action, force creatures of your choice within 30 feet that can hear you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, creatures are frightened of you until the end of your next turn.
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You can use this ability a number of times equal to your proficiency bonus per long rest.
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You gain advantage on Intimidation checks made using your voice.
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While frightened by your quack, enemies can’t willingly move closer to you and must use double movement to retreat across water or mud terrain.
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