Half-changeling (5e Race)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: A changling is already a crossbreed, if this is meant to be some sort of cross-crossbreed then this kinda makes sense? However, it would be better if this was a variant race of the changling that shows off a changlings other half: dwarf-doppelganger, elf-doppelganger, human-doppelganger, etc. A warforged dooppelganger is just not possible. The size of each subrace needs to specified.


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Scales.png This page is of questionable balance. Reason: This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. This race has the best aspects of both their parents race: shapechanging and gnome cunning/lucky/flight/etc. Overall picking more comparative traits from each race and even making original traits that play off both concepts would be better to integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.


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Half-changeling[edit]

Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. ‘I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed.’ Jes agreed, and the traveler gave her his cloak. When she draped it over her children their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the Children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest

Physical Description[edit]

Changeling are humanoid creatures with skin ranging from the palest grey to varying shades of blue. Their eyes appear normal for their parent race, but on closer examination the area around the pupil is tinted slightly, often yellow. Their arms and legs are longer than is average for their race, and their ears tend towards pointed. Their noses range from flat and slitted to subtler button noses. The rest of their futures are often described as off-putting and just a little strange. This can be due to the ever-changing nature of a changeling experimenting with new looks or the prejudice held against them. In spite of this, they often seem strangely attractive, to those who see them in passing, and are usually likable. As they grow older they become used to the reactions of the common folk and use their shape-changing power to aid their survival.

History[edit]

Doppelgangers are too lazy or self-interested to raise their young. Instead, they trick others into raising their children. However, sometimes these children do not rejoin their estranged parents and instead decide to remain in the society they were raised. If they then have children, the Changeling blood becomes dominant and a whole line of Changelings is born. A slightly different breed of Changelings is dominant in Eberron.

Society[edit]

In the few places where changelings band together, they tend towards a meritocracy where the most skilled and intelligent lead. Other features of these "societies" depend on what kind of larger society they are under the wing of. Within these larger societies or just roaming the lands are three main subsets the common Changeling may fall into. That of Becomers, Passers, and Reality or Truth Seekers. Despite these categories Changelings are as varied in mind as they are physically. A Passer may come to terms with their natural Shape Changing ability and may no longer be so rigidly held to their one chosen shape. Some Changelings are carefree enough to forgo any of the labels and treat their Shape Changing ability as simply another natural talent to be used as they see fit and do not label themselves as other may.

Half-changeling Names[edit]

A changeling might use a different name for each mask and persona and adopt new names as easily as they develop new faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-cheeks.

Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others.

Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug.

Half-changeling Traits[edit]

half changeling, half other humanoid. often found in the middle of second race
Ability Score Increase. Your Charisma score increases by 1 and your Intelligence or Dexterity increases by 1.
Age. Changeling reach maturity at 15 and live to be around 500 years old.
Alignment. Due to their doppelganger heritage, Changelings tend towards a neutral version of their parent races attitude towards law and chaos - so an elvish changeling might be chaotic neutral.
Size. your size and build depend on your subrace.
Speed. Your base walking speed is 35 feet.
chapechange. as an action, you can shapeshift into any humanoid up to medium size. you also get the physical attributes of the races. this means you can fly as an aaracockra, bite as a lizardfolk or use your hooves as a centaur.
Languages. You can speak, read, and write Common and two other languages of your choice.
Subrace. There are 6 subraces. Dwarf, Elf, Gnome, Halfling, tiefling and warforged. Each subrace has 2 traits. You can choose between them, or you want to be overpowered and take both, but you have to discussie that with your DM

Half-Dwarf[edit]

Darkvision. 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

Half-Elf[edit]

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Half-elf half-Changelings don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Half-rock gnome[edit]

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Half-halfling[edit]

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Half-tiefling[edit]

Hellish Resistance. You have resistance to fire damage.
Winged. You have bat-like wings sprouting from your shoulder blades. you have a flying speed of 30 feet.

Half-Warforged[edit]

Warforged 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 are immune to disease.

You don’t need to eat, drink, or breathe.

You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Random Height and Weight[edit]

Half-Dwarf's Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 0″ +1d12 130 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Half-Elf's Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6″ +2d12 90 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Half-Rock gnome's Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 0″ +1d12 30 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Half-Halfling's Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 8″ +1d8 30 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Half-Tiefling's Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8″ +2d10 120 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Half-Warforged's Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 0″ +2d10 180 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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