Changeling
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Mordenkainen Presents: Monsters of the Multiverse
Eberron - Rising from the Last War
Unearthed Arcana
Mordenkainen Presents: Monsters of the
Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each
changeling can supernaturally adopt any face they like. For some changelings, a new face is
only a disguise. For other changelings, a new face may reveal an aspect of their soul.
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.
● Ability Score Increase. When determining your character’s ability scores, increase one
score by 2 and increase a different score by 1, or increase three different scores by 1. You
can't raise any of your scores above 20.
● Creature Type. You are a Fey.
● Size. You are Medium or Small. You choose the size when you select this race.
● Speed. Your walking speed is 30 feet.
● Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with
two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or
Persuasion.
● Shapechanger. 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.
● Languages. Your character can speak, read, and write Common and one other language
that you and your DM agree is appropriate for the character. The Player’s Handbook offers a
list of languages to choose from. The DM is free to modify that list for a campaign.
Eberron - Rising from the Last War
A changeling can shift its face and form with a thought. Many changelings use this gift as a
form of artistic and emotional expression, but it’s an invaluable tool for grifters, spies, and
others who wish to deceive. This leads many people to treat known changelings with fear and
suspicion.
● Ability Score Increase. Your Charisma score increases by 2. In addition, one other ability
score of your choice increases by 1.
● 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 tend toward pragmatic neutrality, and few changelings embrace
evil.
● 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.
● Shapechanger. 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, but not so much that your size changes. 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. 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.
● Changeling Instincts. You gain proficiency with two of the following skills of your choice:
Deception, Insight, Intimidation, and Persuasion.
● Languages. You can speak, read, and write Common and two other languages of your
choice.
Unearthed Arcana
Source: Unearthed Arcana 52 - Eberron Races
● Ability Score Increase. Your Charisma score increases by 2, and either your Dexterity or
your Intelligence increases by 1 (your choice).
● 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 hate to be bound in any way, and those who follow the path of the
Traveler believe that chaos and change are important aspects of life. Most tend toward
pragmatic neutrality as opposed to being concerned with lofty ideals. Few changelings
embrace evil.
● Size. In their natural forms, changelings average between 5 and 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.
● Unsettling Visage. When a creature you can see makes an attack roll against you, you can
use your reaction to impose disadvantage on the roll. You must use this feature before
knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature
to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again
until you finish a short or long rest.
● Divergent Persona. You gain proficiency with one tool of your choice. Define a unique
identity associated with that proficiency; establish the name, race, gender, age, and other
details. While you are in the form of this persona, the related proficiency bonus is doubled for
any ability check you make that uses that proficiency.
● Languages. You can speak, read, and write Common and two other languages of your
choice.