Homebrew Brewtopia Changeling Species Details
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today — even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.
Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Changeling Traits
Creature Type: Humanoid
Size: Small or Medium (about 5–6 feet tall)
Speed: 30 feet
Changeling Instincts
You have proficiency in two of the following skills: Deception, Insight, Intimidation, Perception, or Persuasion skill.
Shapechangers
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.
Duplicity
You have proficiency in the Deception skill.
Stealthy Movements
Thanks to the fluidity of your body and your doppelganger heritage, you are proficient in the Stealth skill.
Inborn Actor
You are a natural actor with skills in mimicry and dramatics, you gain the following benefits:
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Darkvision
You have Darkvision with a range of 60 feet.
Weakened Read Thoughts
Starting at level 3, you can cast the detect thoughts spell once with this trait, without the need for components, and you regain this ability when you finish a short or long rest. Intelligence is your spellcasting ability for this action.
Telepathy
Starting at level 5, you have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
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 retain consciousness.
Polyglot
You may learn a new language in 1/2 the time (Standard rules is 250 days, you do it in 125 days).
Body Augment
When you use your Shapeshifter trait to transform you can augment your transformation in one of the following ways:
• You web your hands and feet gaining a swimming speed equal to your walking speed.
• You strengthen and harden a part of your form to turn it into a natural weapon such as claws, fangs, horns or other similar features. Unarmed strikes with this feature deal piercing, slashing or bludgeoning damage, appropriate to the feature, equal to 1d6 + your Strength modifier.
• You create a membrane between your arms and body that grants you a glide speed of 20.
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