Displaceling Lineage

When the displacer beasts were first discovered by the unseelie court, they were seen as prime hunters. Soon, however, they were considered pests and sources of unmanageable chaos, when they were not able to be bent to the court's will. Most were hunted down and killed, or escaped into the material realm, but some managed to survive.

 

Overtime, the ones that stayed in the fey realms grew smarter, wilier, and even sentient. Still, they were not trusted by the courts, and were often still tracked down with blink dogs and killed upon discovery.

 

It wasn’t until a boon was bestowed upon them from one courtless archfey, that they gained humanoid forms and were slowly able to find acceptance. No longer seen as beasts.

 

Humanoid Appearance

 

Displacelings retained a lot of their bestial features, such as black fur and a panther face. They even kept their tentacles, although they were smaller and coming from their lower back. They lost the advantage of additional legs however in the transformation, and due to their smaller size their displacement did not work as it did before. Additionally, they of course have kept their distinct green glowing eyes.

 

 

Remarkable Hunters

 

Still carnivorous, most displacelings become adept killers and hunters through their lifetime. However, whereas before as beasts they caused chaos, with their sentience they are able to select prey that would cause fewer issues. Though some communities have moved to the material plane to make it easier still.

 

Naming Conventions

 

Starting their lives in the fey realms, displaceling communities tend to have transformative naming approaches to keep themselves safe. With them either choosing a new name every decade or so, or one being bestowed upon them by their community for a great deed. These names tend to be simplistic to minimise confusion within their groups. 

  • Stalking Shadow
  • Goblin Bane
  • Snake Striker 
  •  Emerald Eyes

 

Character Hooks

 

With displacelings you have a lot of opportunity to make characters hooks through your lineage. Here are some ideas you could use: 

  • Your community left for the material plane in hopes they could better thrive in the less dangerous conditions there. However, you strayed too far away and they left without you. You’ve come to the material plane to find them.
  • You want to become a member of one of the courts, and while displacelings are more accepted than the creatures that came before, you still have a lot of to prove until one will let you join. Unfair though this is.
  • Your family left the fey realms and their community a generation ago, and would never speak on what went on. You’ve decided to grow your power, so you can seek that family out and learn about your culture.

Lineage Traits

 

Your displaceling character has the following lineage traits.

 

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

 

Creature Type. Your kind are imbued with the magic of the unseelie court. You are Fey.

 

Size. You are Medium or Small. You choose the size when you select this race.

 

Speed. Your walking speed is 35 feet.

 

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness only as shades of grey.

 

Mild Displacement. Like your ancestors, you are hard to hit, with natural illusory abilities. Once per combat, when a creature makes an attack roll against you, you may use your reaction to impose disadvantage on the roll. You must choose to use this feature before knowing whether the attack hits or misses. Creatures with true sight are immune to this effect.

Tentacle Strike. When you take the attack action on your turn, you may make a tentacle strike as a bonus action using either your strength or dexterity for the attack roll.

 

This deals 1d4 x your Proficiency Bonus bludgeoning or piercing damage, your choice when you make this attack.

 

When you critically strike with this bonus action, rather than dealing additional damage, you instead give attacks against you disadvantage until the start of your next turn.

 

You may use this trait a number of times equal to your Proficiency Bonus per long rest.

 

Lineage Feats

 

As you get older you grow stronger in many ways, with these feats you’ve shown a decision to focus on improving your natural advantages.

 

Displacement Mastery

Prerequisite: displaceling

 

You’ve focused your energy into learning how to control your natural displacement abilities to keep yourself out of harm’s way. Taking this feat allows you to use your mild displacement trait a number of times equal to your proficiency bonus instead.

In addition, if you start combat without any uses of this lineage trait, you regain one.

 

Keen Hunter

Prerequisite: displaceling

 

You’ve honed your senses to track down prey. You gain the following benefits from this feat: 

  • You gain proficiency in Perception and Survival, if you are already proficient in either one of these skills pick another wisdom based skill.
  • When you have dealt damage to a creature, you are able to track it for the next hour without needed a skill check.
  • You may give yourself advantage on any Wisdom based skill check. Once you have used this ability, you must complete a long rest until using it again.

 

Predator’s Strike

Prerequisite: displaceling

 

You find it easier to take down your prey than other displacelings, giving you the following benefits when you take this feat: 

  •  Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can now add your Strength or Dexterity Modifier to the damage dealt with your tentacle strike.
  • If you start combat with no uses of your tentacle strike trait, you regain one.

 

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