Homebrew Ducklong Species Details

This species of unique fowl that was blessed with the boon of intelligence and other small favors by a crazed fey lord after a flock of ducks would visit their estate frequently and were friendly and mischievous playing into his more excitable nature. They were kept as servants and as companions to him, overtime as his madness overcame him they were released from the estate and overtime made it to the material plane. Even after the fey lord passed the boons still held onto the ducks and their kin forming a whole you species of intelligent ducks. They are friendly and smart, but definitely hold true to their fey creation as they like to spark chaos and have fun at the expense of others. 

Ducklong's are often met with fear and confusion as they do not stand out from their non-intelligent counterparts which are regular ducks, but to those who know of them find that they create amusement and frustration in their company. They are sneaky and witty, taking advantage of hiding in plain sight often and enjoy the chaos they create around them.

They are nomads and adventurers by heart, but can settle down from time to time, though they will only settle if the location perfectly matches their desires.

 

All Terrain Ducks

Ducklong's have no boundaries to what environment they will call home or traverse, they are resilient to weather and are able to adapt quickly. They often travel far and wide trying to find their perfect spot to settle down and eventually nest. They are able to avoid difficult terrain through flight, have water resistant feathers that also serve to temperature regulate and they are able to hold their breathe for 10 minutes.

  

Waddles of Chaos

Ducklong's exist to spice up life in anyways they deem fit whether that is doing something kind like giving a gift or creating a fight. They will often act on impulse or drive, this leads them to trying new things or search out adventure. They will disappear and reappear after enacting small quests often with something new like a shiny necklace or an oddly bloodied dagger. This causes them to get into a great deal of trouble which they will either hide from disguising themselves or face head on causing more chaos and possible destruction. 

Their odd unpredictable nature and affinity to the common duck causes a lot of superstition towards any ducks. Those who know of this race or live in areas which ducks are common are often wary of agitating any duck in anyway. In some locations this race is banned due to their destructive nature, wards and other protective magics are put in place in order to deter the Ducklong's.

 

 

DUCKLONG BACKGROUNDS

Backgrounds that are most appropriate for ducklong include the outlander, the charlatan and the criminal.

They are constantly on the move trying new things and exploring new places, they bring good times and frustration as they wander. They make excellent spies and even better thieves as they will be unsuspecting and mostly unnoticed.

Ducklong Traits

Ducklong's are magic soaked ducks which allows them a special number of traits compared to their common fellows.

Ability Score Increase

Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age

Ducklong's reach maturity in 30 days after hatching. Ducklong's live around 50 years, with some rare exceptions living into their 70's.

Alignment

Most Ducklong's are creatures chaos doing whatever fancies them in the moment and tend to lean towards being neutral as they solely do things for their amusement.

Size

Ducklong's are size of regular ducks and are tiny creatures.

Walking/Swimming/Flying Speed

Your base walking speed is 25 feet, your base swimming speed is 30 feet and your base flying speed is 50 feet.

Languages

You can understand all languages but you can solely speak in quacks.

Beak

Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Thunder Quack

Once per day you let loose a concussive quack that can be heard from 100 feet away and dealing 2d8+(Str or Con mod). If not a caster you determine the save DC by 10+(Str or Con mod)+Player level.

Every other level the damage increases by 1d8.

Peace Was Never An Option

Due to your chaotic nature if you are presented with or take a weapon of any kind you must use it to attack a humanoid creature, doesn't matter if it is friendly or not you just have to attack it. You cannot be presented with this level of power and not be expected to abuse it, you feel in your bones a need to show off why you cannot be trusted with dangerous objects and you will do so or else you will frenzy wildly.

If the player does not choose a target for their attack within one minute the DM decides who the player character attacks, this lust ends after making one successful attack but the player can wish to continue attacking or if the weapon is taken from the character.

Previous Versions

Name Date Modified Views Adds Version Actions
7/7/2021 6:06:08 PM
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