Homebrew Awakened Displacer Beast Species Details

Displacer beasts were large cat-like creatures, sometimes described as panther or puma-like with six legs and a pair of 5 feet (1.5 meters) long tentacles sprouting from their shoulders. The tentacles ended in pads of sharp horny edges, brownish yellow in color. They were covered in a pelt of blue-black fur. They were usually about 9 feet (2.7 meters) long and weighed as much as 500 pounds (230 kilograms), but the occasional mutant could be twice this size. Female displacer beast were generally smaller in size, from 8 feet (2.4 meters) to 9 feet (2.7 meters) in length and weighing 450 pounds (200 kilograms). It was believed that displacers could live up to a hundred years.

Awakened Displacer Beast Traits

As a Displacer Beast you have the following traits

Age

Displacer beasts live around 80-100 years.

Size

Displacer beasts are large sized.

Creature Type

Displacer beasts are considered both fey and a monstrosity.

Speed

You have a walking and climbing speed of 45.

Languages

You speak Common, Tabaxi, Sphinx, Sylvan and 1 language of your choice, you also can speak to other animals.

Ability Score Bonuses

You have a +1 to Constitution and +2 to Dexterity and Wisdom.

Bonus Proficiencies

You have proficiency in Animal Handling, Arcana, Nature, and Stealth.

Expert Arcane Hunter

You have expertise in Arcana and Stealth.

Hyper Aware and Deceptive

You gain the Alert and Actor feats.

Animalistic Bond

You have advantage on Nature and Animal Handling checks.

Keen Senses

Displacer Beasts eyes are keen and trained as a result of a lifetime of danger as a large hunter. You have advantage on Perception checks.

Empowered Darkvision

You have superior vision in any darkness. You can see in any darkness (magical and nonmagical) for 120 feet of you as if it were bright light.

Pack Tactics

The displacer beast has advantage on an attack roll against a creature if at least one of the displacer beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Natural Attacks

As a displacer beast you have natural weapons and abilities in combat.

  • Pounce: If you move at least 30 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
  • Pin Down: If a target is prone you can use 10 feet of movement to grapple the target by standing on top of them.
  • Bite: You can make a bite attack on your turn dealing 2d6 piercing damage.
  • Claws: You can make a claws attack on your turn dealing 2d8 slashing damage.
  • Tentacle: You can make a tentacle attack with a reach of 10 feet that hits one target dealing 1d10 bludgeoning damage plus 1d6 piercing damage.

Multiattack

Starting at 5th level, you can make 2 natural attacks with one attack action.

Magic Resistance

As a displacer beast you have advantage on saving throws against spells and other magical effects.

Magical Creature

All the displacer beast natural attacks are considered magical.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Avoidance

If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement

The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Gift of Awakening

You gain the Mage Hand, Message, Minor Illusion, Prestidigitation, Primal Savagery, or Resistance. Also at 3rd level you gain access to 5 out of the following 10 spells, Bane, Cause Fear, Detect Magic, Disguise Self, Feather Fall, Hunter’s Mark, Identify, Silent Image or Silvery Barbs. At 4th level you gain access to 5 out of the following 10 spells, Alter Self, Earthbind, Enlarge/Reduce, Invisibility, Locate Animals or Plants, Locate Object, Minor Image, Misty Step, Pass Without Trace, or Summon Beast. Lastly at 5th Level you gain access to 5 out of the following 10 spells, Blink, Catnap, Counterspell, Dispel Magic, Enemies Abound, Fear, Haste, Major Image, Nondetection, or Thunder Step. Additionally at 6th level you can cast Confusion once per day. Your spellcasting modifier for these spells is Wisdom and can cast them a number of times equal to your proficiency modifier. You can also cast them normally if you have the appropriate spell slots available.

Comments

Posts Quoted:
Reply
Clear All Quotes