Changeling | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Changeling

Changelings are fey outsiders, surrounded by superstition. Though the vast majority of changelings live in Erdenfold, they are always born in the Spritevales. Within the first two months of a changeling's life, they are swapped with a humanoid infant and made to mimick the kidnapped infant to survive. Oftentimes, the changeling is found out before reaching adulthood. Some are cast out to fend for itself on the streets or in the wilderness. Most are not so lucky, and end up slaughtered by their foster parents.
ability score increase: Your Wisdom score increases by 2, and your Constitution and Charisma scores each increase by 1.
age: Changelings reach adulthood at around the age of 10, and they can live to be about 120 years old.
alignment: Inheriting the fickle nature of their home plane, changelings tend towards chaotic alignments.
Size: Small
speed: 25ft
Languages: You can speak Fey-Tongue and one human language of your choice.
race features:

Creature Type. Your creature type is Fey.

Changeling Influence. You have proficiency in the Deception and Persuasion skills.

Mind of the Spritevales. You have advantage on saving throws against being charmed or frightened, and you cannot be put to sleep against your will.

Fey Magic. You know the Dancing Lights cantrip. Once you reach 3rd level, you can cast the Blur spell once. Once you reach 5th level, you can also cast Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Shapechanger. As an action, you can magically change your form to look like any Medium or smaller humanoid or fey that you have seen before, or any combination of humanoid and fey features that you have seen before. If you are attempting to pass as a normal humanoid or fey, this form can be revealed to be false by an Intelligence (Investigation) check contested by your Constitution (Deception) check. You cannot use this trait to gain new movement speeds or change the number or type of limbs you have.

Charming Gaze. You have the ability to magically manipulate people's emotions in your favor. As an action, you can lock eyes with a humanoid that you can see within 30 feet of you. The target of your gaze must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be charmed by you for as long as you maintain your concentration, up to a minute. If the target is hostile towards you, it has advantage on the saving throw. If the target takes damage while charmed by this trait, it can use its reaction to repeat the saving throw to end the effect. Once you charm someone using this trait, you cannot do so again until you finish a long rest.

In their true form, changelings appear to be short, deformed humans with enlarged eyes, pointed ears, and light grey or white skin. They are generally 3 to 4 feet tall and weigh between 30 and 50 pounds. Their appearance is rarely symmetrical, and they usually have a variety of physical features deemed to be "deformities" by human standards, including cleft lips, clubbed feet, extra digits, bowed or buckled legs, or spinal protrusions. These features, magically or otherwise, don't impede their motor skills or speaking ability.

Created by

norselyqueer.

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