Homebrew Changeling_Mystique Species Details
Physical Description
Mystiques can have multicolored spectral wings or a glowing magical fey radiance but they are far from omnipotent. Some have even pointy ears similar to elves and other have eyes just being a single color. All Mystiques have varying hues of colored hair ranging from natural colors, colors matching their wings and sometimes their eyes can be seen glowing dimly when expressing strong emotion.
History
Mystiques are beings created by the union of the upper planes and the Feywild. No one knows who created the first Mystique, but all remember their appearance in legend. During a war on another world, an angel-like being with blood red spectral wings appeared and slaughtered all who attempted to fight him and his companions. He was not aligned with either side of good or evil, but only of peace between the two. He fought unspeakable odds until the very end. Leading to him being the sole survivor of a doomed realm.
Mystiques are known to appear during times of war involving the material plane and are heavily recognized as a sign that the conflict is due to end. Mystiques tend to either decimate all opposing forces mercilessly or appear in places left ravaged by the violence to heal the wounded. Their appearance are usually in times of heavy losses that everyone around them feels dread from the destruction. It is believed that Mystiques serve as deterrent from war and a sign of hope.
Society
Mystiques are a rarity, so no specific society of Mystique exists. They usual try to hide their true nature from others claiming to be of elven or of aasimar descent. However, they are known to frequent realms that are deep in the thick of conflict. Mystiques that do not follow their calling of being peace keepers become wanders of the realms.
Mystique Names
Most Mystiques are chosen so they have no specific origin, and they use the same naming conventions as their native culture they came from in their past.
Changeling_Mystique Traits
Your Mystique character has the following racial 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. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Age
Mystiques mature at the same rate as humans, but they can live up to 750 years.
Alignment
Mystiques tend to be of neutral alignment and typically never take a specific side of the alignment spectrum.
Size
You are Medium.
Speed
Your base walking speed is 30 feet.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Darkvision
Blessed with an enchanted soul, your vision can easily cut through darkness. 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 can’t discern color in darkness, only shades of gray.
Celestial Resistance
You have resistance to necrotic damage and radiant damage.
Enchanting Revelation
When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the raw energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
Fey Grace. You tap into the magic of the Feywild surrounding you with a glowing aura. You have proficiency in the Perception skill. During your transformation you have advantage on saving throws against spell attacks as well as saving throws you make to avoid or end the charmed condition on yourself. As a bonus action, you can magically teleport up to 30 ft. to an unoccupied space you can see.
Serene Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, creatures other than your allies within 30 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become charmed of you until the end of your next turn. Until the transformation ends, as a reaction, if a charmed creature within 60 feet of you makes an attack you can magically causes the attack to have disadvantage, provided you can see the attacker.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.
Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
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