Homebrew Changeling, stolen Species Details
Your changeling character has the following traits.
Ability Score Increase (+2)
Your Charisma, Wisdom, or Dexterity score increases by 2. Because of their innate abilities, most Changelings prefer to hone their skills to a specific discipline.
Ability Score Increase (+1)
One ability score of your choice increases by 1. Changelings may choose to either balance out their skills and versatility while others may decide to continue honing a specific ability for their goals. Some denote their adaptability is a sign of their humanoid heritage or divine touch.
Age
Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Alignment
Changelings, much like their ancestors the Doppelgangers, lean towards pragmatic neutralism. A few, especially those serving the higher ups of society, may lean towards a may Lawful or even an Evil alignment. Their inclination largely depends on their relationship to their attitude towards their innate powers; and their inner desires on how to best benefit from it. Whispers echo along shadowed alleyways where some trade rumors- a mighty lord disappearing for a day before returning, changed- a rude shopkeeper suddenly with a change of heart...
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d4
Height = 5 feet + 1 inch + your size modifier in inches
Weight in pounds = 115 + (2d4 × your size modifier)
Changeling, stolen Traits
You may pick onePrimary Features (Choose 1)
- Changeling Instincts, which grants you proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. (Needs to be done manually on the character sheet page, due to coding issues.)
- Darkvision, which allows you to see 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.
- Surprise Attack, If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat encounter.
- Read Thoughts, which allows you as an action, once per long rest, to magically reads the surface thoughts of one creature within 60 feet of you. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading their thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
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