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Changeling

The changlings are thoughts to come from the most obscure and mystical forests of Zholmyr. They wear intricately carved wooden masks to hide their true form from other mortals. They can take any form necessary to blend into their surroundings — including a shifting form that enables them to move freely at the ethereal level. Changling origins are mysterious, and they tend to live together in tight tribes. Most are Gladewalkers, which tend to prefer the forms of wild beasts over any humanoid identity. Bears are a favorite form, but any stag, lynx, bird, or squirrel spotted in the woodlands could be a Gladewalker in disguise. An extremely small minority of changlings, called Burgwalkers, have learned to live among other mortal races. Many enjoy using their gift as a form of artistic and emotional expression for the benefit of others.   The Changelings are the most mysterious race to walk Zholmyr. Most changlings live in the obscure and mystical forests of the world. No one knows the true form or nature of a changling, except for the changlings themselves. They can take any form necessary to blend into their surroundings — including a shifting pure Aura form that enables them to move freely at an ethereal level.  

A Hidden People

Most changelings live together in secluded tribes. But some live amongst the other mortal races; the question is whether their presence is known.   Changelings largely fall into two categories.   The Gladewalkers are reclusive entities who gather together in small tribes in wild places of the world. They wear intricately carved wooden masks to hide their true form from other mortals. They prefer the forms of wild beasts over any humanoid identity. Bears are a favorite form, but any stag, lynx, bird, or squirrel spotted in the woodlands could be a Gladewalker in disguise.   The Burgwalkers (much fewer in number) have learned to live among other mortals and adapt to their culture, customs, and identities. These changelings take great joy in these new experiences and many are drawn to artistic endeavors that allow them to explore even more identities and states of mind. These changelings revel in their gifts, and rarely hide them. A casual shapeshift — 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 burgwalkers develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.

Changeling Traits

Your changeling character has the following traits.  

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

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.

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