Changeling (Variant)

by CaptainMinnette

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Changeling (Variant)

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History


Changelings, by definition, come in all shapes and sizes. It should surprise neither the well-traveled adventurer nor the well-learned scholar to learn that even the base capabilities of a changeling is not consistent among all their kind. Just as all those who maintain one physical form all their lives have a variety of traits inherent to different species, so too it seems there are differences in species among changelings, though that documented here is an even rarer variety of shape-shifter than most others.

These variant changelings are capable of a much greater changing of form than their kin, able to shift their mass far more dramatically, and take the forms of all sorts of creatures and items.

How these came to be is a matter of uncertainty. Some believe they were a mutation of the more common changeling. Others believe they hail from one of the lawful planes, such as the legendary third layer of Arcadia, or were a creation of creatures of such a plane. Still others believe they are entirely unique, having been created artifically by some mortals in a laboratory or as the result of a spell.

Regardless of origin, most do not trust these changelings, even less so than their purely humanoid counterparts. It is one thing when anyone around you could be a changeling in disguise; it is another when anything around you could be a changeling in disguise. As a result, many changelings have grown hostile towards humanoids themselves, and their desire for order has grown into a desire to infiltrate and take over organizations in order to impose their order and prevent further harm to changelings.

Appearance


In their true form, these changelings appear to be a blob of pale translucent ectoplasm. While they can take the form of humanoids, oftentimes the more complex the creature, the more difficulty they tend to have in creating and maintaining that form. This is also true of materials and objects: a pocketwatch they imitate isn't likely to function, nor finely tempered steel able to be quite as sturdy. Some changelings specialize in the types of forms they can take, however. There are those

Most changelings in humanoid form have difficulty in achieving the details of that form; most people, especially those of that humanoid's race, can tell that something is wrong. The most common deformity is the tighter angles of the face and joints being smoother: the intricate ridges of the ears might be replaced by flat flaps of skin, teeth may be melded together instead of individual units, and the base of the nose may connect to the surrounding skin gradually instead of at an angle, giving an overall "melted" appearance.

Changeling Names


Changelings tend to take names only for the purpose of communicating with other beings. A changeling can communicate their identity to another changeling with only a touch, as their minds briefly link upon contact, and the fullness of that changeling's identity is laid bare in ways that a name could never express. The sense of another changeling that one has made contact with can also be communicated in such a way.

Many changelings that do not live among other changelings take names suiting the cultures in which they reside; either because they hide their nature, or because they were named by others.

Changeling Traits


Your Changeling character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 1.

Age. Changelings are born from the union of two or more other changelinges, each of whom give up some of their mass to form the new entity. This is only possible, and is necessary, at least once per century: a changeling's mass slowly increases over time, but growing too large can bring death to a changeling. The maximum lifespan of the changeling remains a mystery; so far, changelings have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment. Changelings tend towards lawful temperaments, preferring order.

Size. Your size is medium. Changelings with enough mass to become large are likely to perish soon if they do not reproduce.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one other language of your choice.

Formless Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Formless Rest. When you take a long rest, you must spend at least six hours as a puddle of pale, translucent ectoplasm. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. You are still considered prone, and any attacks against you are made at advantage. Changing from this form to any other form as per the Shapechanger feature still requires an action.

Formless Passage. By reverting to your ectoplasmic state, you can squeeze through a space as narrow as 1 inch wide.

Shapechanger. As an action, you can change your shape into a humanoid, beast, or object. When you do so, you must concentrate as if concentrating on a spell. You have one form of each type that is your default: you need not concentrate while maintaining this form, and you either revert to one of them or to your state of ectoplasm when you lose concentration on maintaining another form. Each time gain a level, you may swap one of your existing default forms for a new one. You can also create up to five pounds of clothing and basic equipment out of your mass, though you cannot absorb any that isn't part of your mass, and it reverts to ectoplasm the instant it leaves contact with you.

This changing of shape is magical; in an anti-magic field, you can maintain your current form, but you cannot change it, even if you lose concentration.

  • Humanoid. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but you cannot become large or larger or weigh more than 300 pounds. 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 a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. However, no matter the form you take, there are noticeable deformities that mark you as clearly not an ordinary humanoid, even if one such form is your default.
  • Beast. You transform into a beast of CR 0, but not one of size large or larger or weighing more than 300 pounds, or one that has a swim or fly speed. Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • Object. You transform into a non-magical object, but not one of size large or larger or weighing more than 300 pounds. Your game statistics are replaced by the statistics of the object, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. If the object lacks legs or other appendages it can use for locomotion, your speed is 0, and the only actions you can take is that granted by this ability, or the Dash action (if applicable).

Subraces. The eidomorph specializes in object transformation. The prosomorph specializes in humanoid transformation. The zoomorph specializes in bestial transformation.

Eidomorph

Ability Score Increase. Your Constitution score increases by 1, for a total of 2.

Object Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Object Shapechanger. Your number of object default forms increases to two, and increases with your proficiency modifier. In addition, while in your object form you can use your action to perform an unarmed strike you are proficient with using your base form's Strength modifier. On a hit, the attack deals 1d8 + your base form's Strength modifier + your proficiency bonus slashing, bludgeoning, or piercing damage, with the damage type based on your object form.

Innate Spellcasting. When you reach 5th level, you can cast Alter Self once, and it recharges after a long rest. You do not need to perform the verbal or somatic component for this spell when cast in this way. Constitution is your spellcasting modifier for this spell.

Prosomorph

Ability Score Increase. Your Charisma score increases by 1.

Languages. You can speak, read, and write one additional language of your choice.

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Humanoid Shapechanger. Your number of humanoid default forms increases to two, and increases with your proficiency modifier. In addition, your default forms suffer no deformities that mark you as distinctly different from other humanoids unless you choose them to.

Innate Spellcasting. When you reach 5th level, you can cast Alter Self once, and it recharges after a long rest. You do not need to perform the verbal or somatic component for this spell when cast in this way. Charisma is your spellcasting modifier for this spell.

Zoomorph

Ability Score Increase. Your Wisdom score increases by 1.

Bestial Mindset. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, and Survival.

Bestial Shapechanger. Your number of beast default forms increases to two, and increases with your proficiency modifier. In addition, at 3rd level you can transform into beasts with swim speeds, and at 5th level you can transform into beasts with fly speeds.

Innate Spellcasting. When you reach 5th level, you can cast Alter Self once, and it recharges after a long rest. You do not need to perform the verbal or somatic component for this spell when cast in this way. Wisdom is your spellcasting modifier for this spell.

Feats

Combative Shifting

Prerequisite: Changeling (Variant)

You have practiced changing forms to the point where the process is quick and seamless for you. You gain the following benefits:

  • Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits a target, other than you, within 10 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
  • You can form a tentacled appendage out of your ectoplasm, which you can use to make unarmed strikes at a range of 10 feet. If you hit with it, you deal bludgeoning damage equal to 1d8 + your Strength modifier + your proficiency bonus. You can also attempt to grapple a creature with this appendage at a range of 10 feet.
  • When you are about to be hit by an attack, you can use your reaction to quickly morph your form around the attack, causing it to miss.

Perfect Personas

Prerequisite: Changeling (Variant), prosomorph subrace

You have practiced changing into a humanoid to the point where you have perfected your craft.

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • You gain the ability to use Shapechanger to take on a humanoid form on your turn as a bonus action, rather than as an action.
  • Your humanoid forms suffer no deformities that mark you as distinctly different from other humanoids unless you choose them to.
  • You gain advantage on the two skill checks you chose to gain proficiency in as part of the Changeling Instincts feature.

True Beasts

Prerequisite: Changeling (Variant), zoomorph subrace

You have practiced changing into a beast to the point where you have perfected your craft.

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain the ability to use Shapechanger to take on a beast form on your turn as a bonus action, rather than as an action.
  • You can transform into a beast with a challenge rating as high as your level divided by 4, rounded down.
  • You gain advantage on the two skill checks you chose as part of the Bestial Mindset feature.

Ideal Items

Prerequisite: Changeling (Variant), eidomorph subrace

You have practiced changing into an object to the point where you have perfected your craft.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain the ability to use Shapechanger to take on an object form on your turn as a bonus action, rather than as an action.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
 

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