Homebrew Doppelganger Species Details
You have some powers
Doppelganger Traits
Your doppelganger character has the following traits.Read minds
Starting at 3rd level you can cast detect thoughts once. You gain the ability to do so when you finish a short or long rest. The DC is 10+proficiency bonus+charisma modifier. If you can cast using spell slots the DC changes to this one.
Ability score improvement
You dexterity score increases by 2 and your charisma score increases by 1.
Manuplator
You have proficiency with the deception and insight skills.
Suprise attack
If your enemy is surprised you do a extra 1d6 damage of the type if you hit them.
Mind master
You have advantage on saving throws against being charmed.
Age
Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.
Size
In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Change Appearance
As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Previous Versions
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