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Mags

5 Level (0/14000 XP for level-up) Investigator Background Changeling Race / Species / Heritage Alignment
Artillerist (Artificer)
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
11
+0
DEX
14
+2
CON
14
+2
INT
16
+3
WIS
14
+2
CHA
11
+0
38
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
2 / 2
Infused Items
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+5 Constitution
+6 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+0 Deception CHA
+3 History INT
+5 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rifle +9 DEX 3d8+2 Piercing
 30/90
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Acid Splash
Mending

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step
Bless
Shield
Thunderwave
Watcher's Eye: Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 103, Platinum: 0 Money
You can use your arcane firearm (rifle) as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

+1 to spell attacks (enhanced arcane focus)

Mind Sharpener
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Spellcasting
Common, Sylvan, Deep Speech, Draconic, Primordial

Languages & Proficiencies
Infusions Known:
Replicate Magic Item
Mind Sharpener X
Enhanced Arcane Focus X
Repeating Weapon

Notes
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannon

Flamethrower - The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista - Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector - The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Eldritch Canon


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Studded leather

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 12 + Dex modifier No

Cost: 45gp
Weight: 13 lb

The statblocks of your class features

Variant City Watch (Investigator)

Skill Proficiencies Insight, Investigation
Languages Any two of your choice
Equipment
  • A uniform in the style of your unit and indicative of your rank
  • a horn with which to summon help
  • a set of manacles
  • and a pouch containing 10 gp

Features

Feature: Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Suggested Characteristics

Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.   Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.


Source: SCAG, page 145

Tasha's Cauldron of Everything p9, DnD Beyond

Artificer

The Artificer Spell Slots per Spell Level
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Optional Rule: Firearm Proficiency, Magical Tinkering, Spellcasting - - 2 2 - - - -
2nd +2 Infuse Item 4 2 2 2 - - - -
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 - - - -
4th +2 Ability Score Improvement, Proficiency Versatility 4 2 2 3 - - - -
5th +3 Artificer Specialist Feature 4 2 2 4 2 - - -
6th +3 Tool Expertise 6 3 2 4 2 - -
7th +3 Flash of Genius 6 3 2 4 3 - - -
8th +3 Ability Score Improvement, Proficiency Versatility 6 3 2 4 3 - - -
9th +4 Artificer Specialist Feature 6 3 2 4 3 2 - -
10th +4 Magic Item Adept 8 4 3 4 3 2 - -
11th +4 Spell-Storing Item 8 4 3 4 3 3 - -
12th +4 Ability Score Improvement, Proficiency Versatility 8 4 3 4 3 3 - -
13th +5 - 8 4 3 4 3 3 1 -
14th +5 Magic Item Savant 10 5 4 4 3 3 1 -
15th +5 Artificer Specialist Feature 10 5 4 4 3 3 2 -
16th +5 Ability Score Improvement, Proficiency Versatility 10 5 4 4 3 3 2 -
17th +6 - 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement, Proficiency Versatility 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: Simple weapons, Firearms
tools: Thieves' tools, Tinker's tools, One type of artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
• thieves' tools and a dungeoneer's pack
Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.
spellcasting:
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

class features:
Optional Rule: Firearm Proficiency
The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist
At 3rd level, you choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool for the Job
At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Proficiency Versatility
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.

Artificer Specialist Feature
At 5th level, you gain a feature granted by your Artificer Specialist choice.

Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius
Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item
At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant
At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master
Starting at 18th level, you can attune to up to six magic items at once.

Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
subclass options:
Artificer (Artillerist)   WiP: Alchemist, Armorer, Battle Smith

Tasha's Cauldron of Everything p17

Artificer (Artillerist)

Artificer Level Features
3rd Tool Proficiency, Artillerist Spells
5th Arcane Firearm, Artillerist Spells
9th Explosive Cannon, Artillerist Spells
13th Artillerist Spells
15th Fortified Position
17th Artillerist Spells
hit dice: 1d8 per level
hit points at 1st level: 1d8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: This subclass gains proficiency with the either the woodcarver's tools or another type of artisan's tools at 3rd level (see Tool Proficiency feature).
saving throws: No additional saving throw proficiencies.
skills: No additional skill proficiencies.
starting equipment:
No additional equipment.
spellcasting:
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artillerist Level Spell
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force
class features:
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Eldritch Cannon
At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
  • The cannon's damage rolls all increase by 1d8 .
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position
Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:
  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
subclass options:
This is one of the subclasses available to Artificers. For other subclasses, see Artificer.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fey Changeling

When the machinations of the Fey intersect with an unborn or very young child, the result is a being not wholly mortal or Fey. Beings of this nature are most commonly known as Changelings.   Origins as fluid as their form
The most common story of how a changeling is made is the replacement of a mortal infant with a Fey coppy. Though that is one way a changeling comes about, it is not the only one. Below is a table of example changeling origins. You may roll on the table or select an origin to use, or you can use the table as a guide to make your own origin.
Roll 1d6 Changeling Origin
1 A mischievous fey abducted the child of a mortal family and left you in its place.
2 You were the mortal child of a home or caretaker that did not nourish you with love (or food possibly). A passing fey saw your plight and spirited you away from that neglectful place. the fey's magic made you what you were today so that your former caretakers would never find you.
3 As a toddler, you followed a passing fey of your own volition. By the time it discovered you, its magic had already altered your once mortal nature into that of a changeling. From there the fey might've returned you home or left you somewhere else in the world.
4 Before you were born, one of your parents became involved with a fey. Your changeling nature could be a curse, a gift, or just an unintended consequence of some other intent of that fey.
5 One of your ancestors is another changeling, or perhaps a fey outright. The latent magic within your family line happened to re-emerge within you.
6 One of your parents or caretakers actively bargained with a fey in order to make you a changeling. That fey may be benevolent and helpful towards you, or it may consider your bestowed abilities a gift that must be repaid in kind by you.
Changeling quirks
The influence of your Fairy side may give you an odd mannerism or two. You can use some of the example quirks from the table below to emphasize your strange nature, or your changeling may be one that works exceptionally hard not to display any of these oddities.
Roll 1d6 Quirk
1 You leave offerings of food or small trinkets in odd places, such as beneath mushroom caps or within the knotholes of trees.
2 Before you enter someone's abode you always ask permission to come in. You are not magically forbidden from entering a home if you don't get permission, it's just something you do.
3 Whenever you state something you feel is important, you do so three times.
4 You have a great apatite and never seem to be physically affected by how much you eat (unless it was poisonous of course).
5 You refer to everyone and everything by name, including things that don't have an obvious name. If something lacks a name, you give it one to call it by.
6 You have a tendency to hum, whistle, or softly sing seemingly improvised melodies. Those who listened to your song find that they cannot replicate it no matter how hard they try.
Choosing your fate
When a changeling is alive for a certain number of years, they become aware of a great decision that can redefine their life. If a changeling so wishes, they can cast away their fey touched nature, thus becoming fully mortal and taking on a permanent form of their choosing. The changeling can also leave behind their mortality, becoming fully Fey and gaining the magic and splendor that Fey have at their command. Choosing to become fully Fey results in a drastic change to the changelings entire existence, and may also alter the changelings personality and ideals.
ability score increase: +2 Charisma, +1 one other ability score of your choice
age: Changelings age in a very interesting way. Their shapeshifting and fey nature means that they are only as physically old as they feel they should be. Most changelings will unconsciously mimic the ageing and development of their mortal peers, modeling their faux growth off of a mortal child. A changeling fully aware of their nature at a young age may decide to remain a child for decades, or they may immediately become an adult to better provide for themselves.
alignment: The fey themselves rarely fit neatly into the good, evil, law and chaos descriptors, but changelings being between fey and human are more easily described in this way. A changeling that embraces their fey roots may lean chaotic to emulate the difficult to decipher values of Fey. A changeling that dislikes or outright rejects their fey influence may lean lawful in an attempt to ground themselves in the mortal world. A Good or Evil leaning is rarely affected by their changeling status due to those concepts being far removed from most fey, and is instead dependent on their influences and experiences the same as any other mortal.
Size: Medium
speed: 30ft
Languages: Common, Sylvan and one language of your choice
race features:
Between two worlds.
You have both the humanoid and Fey creature types.   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. 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.
You can change size to disguise as a smaller or larger creature, but only sparingly. You can disguise yourself as a small creature for a number of minutes equal to your proficiency bonus. Once you change size in this way, you cannot do so again until you finish a long rest.   Changeling Instincts.
You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.   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.   Preternatural tell.
The magic that hides your true appearance is fickle and rarely flawless. You must designate a condition or event that gives away your changeling nature. You may come up with this yourself, or roll on the table of sample tells below.
Roll 1d6 Tell
1 You have a subtle oddity about your form that cannot be covered by cloths or other nonmagical means. This includes small vestigial gills, an odd discoloration in a particular shape, a patch of small down feathers on your palm the color of your skin, etc. If a creature has reason to believe that you are not fully mortal, they can make an investigation check against a DC equal to 8+ your proficiency+ your charisma modifier to discover this oddity.
2 You have an obvious oddity about your form that you can hide with cloths or other nonmagical means. This includes a tail, feet with the dexterity of hands, ears that face the wrong way, etc.
3 Any nonmagical reflective surface (water, glass mirrors, polished metal) reveals your changeling nature.
4 Cats, dogs, and other domesticated animals are warry of you and may become panicked at your approach. A successful animal handling check against them will calm them down and prevent them from panicking at your approach in the future.
5 When you are asked the same question 3 times in a row by the same person, you must answer that question and the answer cannot be a deliberate lie.
6 Eating a certain food or food prepared in a certain way causes you to immediately use your unsettling visage feature. You choose the type of food that will trigger this event. Your character may or may not know what food to avoid, but they would've only discovered it by eating it.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

indiecrowarts.

Statblock Type

Character Sheet (latest)

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