Changeling With uncanny speed, a half-elf suddenly springs forward towards the front lines of a pitched battle, his twirling arms rapidly slashing to and fro. Swords disappear and reappear in seconds, severing limbs and heads with reckless abandon while attacks bounce off his skin as if it were steel. A Dwarven man pulls a dark hood over his face and smiles, tucking his dagger away satisfied that the guards will never be able to find the female goliath that just stabbed the corrupt warden they were supposed to guard. As he plunges his fists up to the elbow in hard, rocky soil a firbolg’s eyes glow brightly and the earth around him begins to quake, opening a massive ravine before him that swallows his enemies in a matter of seconds. Throughout history, there have been few groups as rare or as bizarre as the changelings. Whether they're born from years of training or a chance encounter with wild magics all changelings possess the ability to drastically alter their bodies. Taking up visages of ferocious monstrosities or elegant Celestials, these men and women harness druidic magic by wildshaping not into beasts of nature, but into vessels through which potent magic can flood into the material plane. Natural Conduit Magic naturally flows through all creatures, and because of this, when a changeling alters their anatomy, they are able to forcibly change the direction this magic flows, harnessing it for their own purposes. The most common use of this unique ability is to use their magic to cast spells, but experienced changelings can manipulate human anatomy to devastating effect. Born of Magic The birth of a changeling is rare, even rarer are changelings that are capable of taking their shapeshifting abilities to the point of displaying the ability to cast spells. Because of this, the creation of these powerful magic users is an impossible to identify process. Some changelings have shown their abilities since birth, others only after intense encounters with supernatural forces. Through all of these converging stories that explain when certain changelings found their mystical strength, one constant variable is the presence of wild magic. The sudden manifestation of shapeshifting capabilities is almost always preceded by a supernatural event capable of forcing large amounts of magic to flow through the new changeling. Memories of effects like lightning strikes, curses, and arcane explosions are shared by every changeling, and if one is able to manifest their shapeshifting abilities from birth, something similar surely happened to one of their ancestors. But while powerful rushes of magic are required, every changeling's origin story is unique no two changelings recall the days they first learned to alter the flow of magic through them, just as no two changelings will use their shapeshifting the same way. Creating a Changeling When creating a new changeling character, it is important to think of their shapeshifting ability not only in how it effects their adventuring, but also their daily lives. It is entirely possible for a changeling that frequently switches between personalities to be unsure of which identity is truly theirs. If your changeling alters their appearence frequently, be sure to keep in mind how they anchor themselves to their personality. Beyond that, changelings are unpredictable. Being forced to live lives isolated from others, often never even finding another changeling with whom they can relate could be a major point of stress in your changeling's backstory. Thinking about this impact on your changeling's life is the first step to figuring out why they decided to become an adventurer, and later, how they go about adventuring. Changeling Quick Build You can make a changeling quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background. Third, choose the guidance and poison spray cantrips, along with the following 1st-level spells: charm person, faerie fire, healing word, and thunderwave.

The Changeling Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Natural Armor 2 4 2 — — — — — — — — 2nd +2 Shapeshifting, Mutation dice (d6) 2 5 3 — — — — — — — — 3rd +2 Changeling base 2 6 4 2 –– — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 Fountain of change, Mutation dice (d8) 3 8 4 3 2 — — — — — — 6th +3 Changeling base feature 3 9 4 3 3 — — — — — — 7th +3 Magical Savant 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 ─ 3 12 4 3 3 3 1 — — — — 10th +4 Mould Fate, Changeling base feature 4 14 4 3 3 3 2 — — — — 11th +4 –– 4 15 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — — 13th +5 –– 4 16 4 3 3 3 2 1 1 — — 14th +5 Changeling base feature, Mould fate 4 18 4 3 3 3 2 1 1 — — 15th +5 Perfect form, mutation dice (d12) 4 19 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 — 17th +6 –– 4 20 4 3 3 3 2 1 1 1 1 18th +6 Organ rearrangement, Mould fate 4 22 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1 20th +6 Cellular Genesis 4 22 4 3 3 3 3 2 2 1 1

Class Features As a Changeling, you gain the following class features Hit Points Hit Dice: 1d8 per changeling level

1d8 per changeling level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per changeling level after 1st Proficiencies Armor: Padded armor, shields

Padded armor, shields Weapons: Simple weapons, scimitars, longswords

Simple weapons, scimitars, longswords Tools: Any one tool kit of your choice Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose any two, and a third at 3rd level Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shield or (b) any simple weapon

(a) a scimitar or (b) any simple melee weapon

leather armor, an explorer's pack, and a spellcasting focus Natural Armor At first level, your ability to shapechange allows you to artificially harden your flesh. While not wearing armor, your AC equals 8 + your wisdom modifier + your constitution modifier Spellcasting You have the ability to alter the very fiber of your being, and change the way natural magic flows through your body. This mastery of nature allows you to channel druidic magic through your body. See Spells Rules for the general rules of spellcasting and the druid spell List for the spells that are avaiable to you. Wisdom is your spellcasting ability for changeling spells Spell save DC: 8 + your proficiency bonus + your wisdom modifier Spell attack bonus: your proficiency bonus + your wisdom modifier Ritual casting: You can cast a Changeling spell as a ritual if the spell has the ritual tag and you know the spell Spellcasting Focus: you can use a druidic focus for spellcasting Changeling spell list Changelings cast spells by altering their bodies in ways that allow them to control the way magic flows through them. Because changing their anatomy alters the way natural magic interacts with them, the Changeling spell list is identical to that of druids, with the following additions: 2nd level: Alter self, Enlarge/reduce 3rd level: Water breathing, lightning bolt, counterspell 5th level: Skill empowerment 6th level: Flesh to stone 9th level: Mass polymorph, True polymorph Cantrips You know two cantrips of your choice from the Changeling spell list. You learn additional cantrips as you level up in this class, as shown in the cantrips known collum of the Changeling table. Spell slots The Changeling table shows how many spell slots you have to cast your Changeling spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells known of 1st level or higher You know four 1st-level spells of your choice from the changeling spell list. The Spells Known column of the Changeling table shows when you learn more Changeling spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the changeling spells you know and replace it with another spell from the changeling spell list, which also must be of a level for which you have spell slots. Spellcasting ability Wisdom is your spellcasting ability for your changeling spells. Your magic is the result of your expert maneuvering of your own innate connection to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a changeling spell you cast and when making an attack roll with one. ssSpell save DC = 8 + your proficiency bonus + Your Wisdom modifier

ssSpell attack modifier = your proficiency bonus + your Wisdom modifier Ritual casting You can cast any Changeling spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use a druidic focus for your changeling spells. Shapeshifting Beginning at 2nd level, you have the option to change the fundamental base of your anatomy. and after finishing a short or long rest, you can choose two forms to focus on, gaining the benefits of each until your next rest. For specific information regarding the effects and prerequisites of each form, see the fifth page of this document.

Mutation dice The nature of your shapeshifting is volatile and unpredictable, so some actions based off of your shapeshifting rely on Mutation dice to determine the potency of the effect. Mutation dice are rolled once, and the value rolled is then applied in a way specified by the ability information. The type of dice to roll is determined by your Changeling level, as shown in the Changeling table. Each time you use a Mutation die, subtract one charge from your dice pool. The number of mutation dice you have in your pool is equal to 1 + your Wisdom modifier. You regain uses of mutation dice after finishing a long rest. In every case, expending a use of your Mutation dice costs no action, but can only be done once per turn unless otherwise specified. Changeling Base At 3rd level, you get to elect a Changeling base which will decide in what manners you prefer to channel your shapeshifting abilities. The traits for the warshifter base are detailed at the end of this class description, and will give you special features at 3rd level and again at 6th, 10th, and 14th level. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Aspect of Change Starting at 5th level, you regain your mutation dice upon finishing a short or long rest. Magical Savant At 7th level, your body is now a vessel through which magic can travel freely. Once per long rest, after using your action to cast a spell, you can then immediately cast another spell as a bonus action, even if that spell has a casting time of one action. Each time you complete a long rest, you can choose any changeling spell you cast before the rest and replace it with a new one of your choice from the changeling spell list. This feature does not effect spells learned from Mould Fate Mould Fate your body has become closer to the magical firmament at the source of spellcasting, and your shape shifting has evolved to a point of allowing you to tap into this closeness to harness strange magic. Starting at 10th level, choose two spells from any class, including this one. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as changeling spells for you and are included in the number of spells known as shown in your changeling table. You learn two additional spells from any class at 14th level and again at 18th level. Perfect Form Starting at 15th level, choose a shapeshifting base form. You now gain the benefits of this form permanently, in addition to the two that you choose at the end of your short or long rests. You have a separate pool of mutation dice equal to half the amount in your original pool (rounded down) which can only be used for the chosen form. Organ Rearrangement Starting at 18th level, you have become fully aware of your anatomy and how to shape it, gaining the following benefits: because of the complete control you on exhibit over your own immune system, you are now immune to disease, and have advantage on saving throws against poison. Additionally, whenever you are reduced to 0 hit points, you gain advantage on death saving throws and can make them at the start of each of your turns. Cellular Genesis At 20th level, the control you exert over your body has extended to even the rate at which your body produces new tissue. Once per turn, after health is restored to you or a creature within 30 feet of you, you can roll 1d12 and add the ammount rolled to the value of that heal.

Shapeshifting Forms Each of these forms is a unique way that changelings of various skill prefer to manifest their shapeshifting abilities. As described above, you can choose any two forms after the end of a short or long rest provided that you meet the prerequisites for the chosen form, but mutation dice are only regained after a long rest until you reach 5th level in this class.

Stoneskin Form You prepare to harden your skin at a moment’s notice, making yourself more resilient and harder to hit. After you are targeted by an enemy attack you can use your reaction to expend one use of your Mutation dice in order to raise your AC by the amount rolled until the start of your next turn. This ability can be used after the attack roll is announced, but must be used before damage and other effects are determined. Kindred Form You reach down within yourself, and further your connection to nature, allowing yourself to mimic the anatomy of other animal species. While in this form, you can use your action to expend a number of mutation dice and add one of the following features to your anatomy for eight hours, or until you finish a short rest. Gills/webbing (2 mutation dice): you gain the ability to breathe air and water, and you gain a swim speed equal to your walking speed Claws (1 mutation die): you gain tiny hooked claws that grant you a climb speed equal to your walking speed. Flight (5 mutation dice): Wings sprout from your back. You gain a flying speed equal to your walking speed. Perfect senses (2 mutation dice): You gain a keen sense of smell and an instinct to detect prey. You gain the ability to see invisible creatures and objects within 10 feet of you, and to see through blindness or magical darkness for 30 feet. Frog legs (1 mutation die) For the duration, your long jump extends to 30 feet and your high jump increases to 15 feet, with or without a running start Open-minded Form You spend some time meditating, altering the structure of your brain in ways that allows your skills and knowledge to freely adapt. When you choose this form, choose any two skills a changeling can become proficient in. When you make an ability check using either of the two skills selected, you can expend a use of your mutation dice and add the amount rolled to the check. If you are already proficient in the chosen skill, the ammount rolled on your mutation die is applied instead of your proficiency bonus. You also gain the ability to temporarily speak, read, and understand one language of your choosing as long as you remain in this form. Savage Form You redistribute the mass in your body, stretching and increasing the size of your muscles, and growing extra appendages designed specifically for striking at enemies, allowing you and the spells you weave to easily slip through an opponent’s defenses. Once per turn, when you roll damage against another creature within 30 feet of you, you can expend a use of your mutation dice in order to add twice the amount rolled to the damage dealt. Spiteful Form Prerequisite: 13 Wisdom. The doorway within you to the planes widens, allowing dark magic from the nine hells to flow through you and weaken your opponents. Whenever a creature within 40 feet of you that you can see makes an attack roll, you can expend 1 use of your Mutation dice and add the amount rolled to the attack as a reaction. You can take this reaction after you see the amount rolled on the attack, but must do it before the DM announces whether the attack hits or misses. Additionally, if a target you can see within range is forced to make a saving throw, you can use your reaction to expend two uses of your mutation dice and subtract half the amount rolled from their save. Unstable Form Prerequisite: 13 Wisdom You decide to let go of your hold on whatever force is keeping your body in shape, allowing the magic in your veins to flow freely. As a bonus action, you can expend three uses of your mutation dice and either deal damage or restore health equal to the amount rolled to a target of your choice within 20 feet that you can see. You choose the damage type upon shifting into this form. Many-Faced Form Prerequisite: Changeling level 5 You spent an hour focusing and can now channel your shapeshifting abilities in ways that allow you to accurately recreate the appearance of other humanoids. Upon choosing this form, expend a use of your mutation dice. Your charisma and intelligence scores increase by the amount rolled (to a maximum of 20), while your strength and dexterity decrease by the same amount (minimum of 5) for 1 hour. Choosing this form allows you to cast alter self at will, provided you choose the change appearance option. For an hour After changing your appearance in this way, you can expend a use of your mutation dice as an action and add the amount rolled to any charisma checks against creatures whose race your appearance mimics. Mutating Form Prerequisite: 20 wisdom Your body now welcomes drastic changes brought on by your other forms, causing you to lose the ability to hold one shape. You gain disadvantage on non-intimidation charisma checks, but upon choosing this form, the time it takes to change forms is reduced from 1 short rest to 1 minute. Additionally, every time you use your mutation dice, you can instantly expend another use of your mutation dice to double the roll. Whenever you roll the minimum amount on your mutation dice, refund that use.