Cleric
Base Class: Cleric

 Ducks. We know them, we live in fear of their wrath. But you, the cleric of the Duck Domain, you have overcome this fear, and gained a totally normal respect for Them.

There are many ducks worthy of praise. The Evil Horoja, The Water God Kijora, Scrooge McDuck, there's probably more.

It matters not though. The point is, Ducks created this universe, and you'll be quacked if you let anyone disrespect the divinity that is the Duck.

Domain Spells

1st Level - Speak With Animals, Feather Fall

2nd Level - Gust of Wind, Acid Arrow

3rd Level - Fly, Tidal Wave

4th Level - Control Water, Storm Sphere

5th Level - Maelstrom, Control Winds

Land, Air, and Sea

Ducks, with their legs, flippers, and wings, are masters of Land, Air, and Sea. You may choose 1 cantrip from the following list: Shape Water, Mold Earth, and Gust. They are added to your list of cleric spells, and do not count against your list of known spells. At level 8, you may pick a second cantrip, and learn it as well in the same manner.

Gust

You learn the Gust cantrip. it doesn't count against the number of cantrips you know.

Mold Earth

You learn the Mold Earth cantrip. it doesn't count against the number of cantrips you know.

Shape Water

You learn the Shape Water cantrip. it doesn't count against the number of cantrips you know.

Bonus Proficiency

When the cleric chooses this domain at 1st level, they gain proficiency with martial weapons.

Channel Divinity: Quack

Starting at 2nd level, you can use your Channel Divinity to conjure a mighty quack from within you.

As an action, you utter The Almighty's Sound, forcing a creature that can hear you to make a Wisdom saving throw. If the target is within 5 feet of you, they make this saving throw with disadvantage. On a failed save, they take an amount of psychic damage equal to your wisdom modifier (minimum of 1), and become frightened of you until the end of their next turn. The Wisdom and Strength saving throws are independent of each other

Fowl's Gale

Beginning at 6th level, the gale of the Duck's mighty wings allows you to soar, and as a bonus action, you can give yourself a flying speed equal to your walking speed until the end of your current turn. You may use this ability a number of times between long rests equal to your wisdom modifier (minimum 1).

Slides off the Back

At 8th level, you gain the ability to infuse your weapon strikes with an oily substance that runs off you, much like it runs off the Almighty. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8. 

Aspect of Duck

Starting at 17th level, you become more attuned with The Almighty Duck then ever before. You gain resistance to acid damage. Additionally, your Fowl's Gale feature now lasts 1 minute, and you gain a +2 bonus to AC while you are flying in the air or swimming in the water, the Almighty Duck's favored domains.

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