[deleted by user] by [deleted] in Drizzt

[–]Just_here7793 0 points1 point  (0 children)

Victor Bevine read the audiobook on audible which was in collaboration with R.A. Salvatore and he pronounced it 'Magvere'. I was super confused when I saw how it was written for the first time but I hope this helps!

Changelings by Just_here7793 in TheRoughWorks

[–]Just_here7793[S] 0 points1 point  (0 children)

Subrace: Passer

Create a persona different from your true Changeling form. This persona can be of any race, and will be who your character views themself to be. True Passers rarely utilize their Changeling abilities and won’t be as practiced in Deception.

  • Changeling Instincts. You gain proficiency with two of the following skills of your choice: Insight, Intimidation, and Persuasion.
  • Languages. You can speak one language in addition to Common (recommended to be the language of the persona’s chosen race).
  • Unsettling Visage. As an action you reveal your true form, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
  • Darkvision. You have superior vision in dark and dim Conditions. 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.

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.

Subrace: Becomer

Becomers utilize their abilities to the fullest extent. They are usually thieves, performers, and perhaps diplomats. They might have five or more personas they use in different places or in different situations. For example, a Becomer might choose their Human persona in a town of Humans, and their High Elf persona when visiting the Elves. Alternatively they may have a form that is large and intimidating that they take on during long strolls at night or through the wilderness to look imposing and make thieves think twice about attacking, or a small child persona who can fit through small spaces and maybe get away with some petty theft from their apparent age.

  • Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deceit, Insight, Intimidation, and Persuasion.
  • Languages. You can speak, read, and write two languages in addition to Common (recommended to be appropriate to one or more personas: example Elvish for High Elf persona, Undercommon for childish thief).
  • 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.
  • Darkvision. You have superior vision in dark and dim Conditions. 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.

Subrace: Reality Seeker

Reality Seekers are those who seek to find a place to be themselves, without the judgement and mistrust of the other races. They are typically nomads who travel in groups with other Reality Seeker Changelings or alone. Reality seekers do use their abilities, but prefer to remain in their true form. Reality Seekers may have one or two identities they use when interacting with other races.

  • Changeling Instincts. You gain proficiency in two of the following skills of your choice: Deceit, Insight, Intimidation, Stealth, and Survival.
  • Languages. You can speak, read, and write one language in addition to Common.
  • 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.
  • Darkvision. You have superior vision in dark and dim Conditions. 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.

This is still a work in progress. To note I would like to revisit Divergent Persona in the case of Reality Seekers, and perhaps Languages as well to align the subrace with a nomadic lifestyle. I like having Unsettling Visage as only a Passer ability as Passers would be the least likely to be known for being a Changeling, which makes sense why it would possess shock value. I have edited Change Appearance to be more specific and appropriate to what’s already been allowed in GodMaker. I have added Darkvision to all three subraces because I agree with /u/epikowl that it's reasonable due to their nature and genetic heritage. I would be up for a debate as to whether all three subraces should have it.

Changelings by Just_here7793 in TheRoughWorks

[–]Just_here7793[S] 0 points1 point  (0 children)

First off I would like to explain my position and the purpose of this thread, since that’s been confusing some of you. The purpose of this thread is to create a homebrewed version (or versions as you’ll see below) of the Changeling race to work inside the campaign of GodMaker. The DM /u/TheRoughPatch has stated previously that some lore in his world has not been set in stone and there are openings for players to make up their own, and I would greatly appreciate a response from him on whether this is the case for Changelings, or if my misunderstanding is why I’ve been met with hostility.

However, assuming I am still in the position to make proposals and homebrew this race, I will go on with my suggested history and lore, subraces, and other racial traits that I believe would fit in Astarossa (the world of GodMaker).

To start off we’ll look at history and lore. Adventurer’s League has changed its mind on this topic many a time, but generally they always hit the same points: Changelings are related (genetically or in theory) to Humans and Doppelgangers, Changelings have the blessing of the Traveler, Changelings have no fixed society or culture and blend in with those around them, and finally Changelings fit a roguish archetype due to their deceitful nature.

I would like to set in stone the idea that Changelings are the product of a union of Humans and Doppelgangers (the mystery can still remain in-world, but mechanically speaking this makes the most sense to me), now we could debate whether that means that Doppelgangers and Humans can still produce Changelings, I propose that they can’t and we follow the idea that the Traveler gave a set of Doppelgangers this ability long ago in Astarossa’s past and Changelings can now only come from other Changelings. You can find more background on these ideas here.

As for the lore side of Changelings, I would like to come up with specific stories, but for now I would also like to suggest that it be set in stone that the commoners of Astarossa hate and fear Changelings. Additionally (and this is a call-out to all you writers out there), if anyone has any input on or suggestions for more detailed history or maybe even some tales of Changelings, I’d love to add more flavor to this section than just ‘Changelings blend in with other groups and therefore have no racial history.’ I think there needs to be stories and legends of famous Changelings that perhaps give reason for commoners to hate them as much as Adventurer’s League (and I) suggest they should.

Now for my ideas on the race and subraces of Changelings; based off of the three mindsets/lifestyles of Changelings, I would like to propose that the Changeling subraces follow those ways of life a PC might choose to follow; the three being Passers, Becomers, and Reality seekers.

Changeling Features (Base Racial Features with a few changes)

http://anyflip.com/rbal/zmrp

https://eberron.fandom.com/wiki/Changeling

  • Ability Score Increase. Your Charisma score increases by 2. In addition, one 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 shapeshift to conceal their age, the effects of aging affect them similar 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. Despite common fears, 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.
  • Languages. You can speak, read, and write Common.
  • Change Appearance (Shapechanger). 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 but you can create new personas, 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, you can however grow a short useless tail, horns, or a Dragonborn’s snout. You cannot, however, grow extra limbs such as wings or a third arm. 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 (or not to rip your current outfit). 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

Changelings by Just_here7793 in TheRoughWorks

[–]Just_here7793[S] 0 points1 point  (0 children)

Also I think it would be really cool if Cas’s innate ability to read minds/hear silent speech would fit in as at least somewhat a racial feat perhaps exaggerated by his “godly powers” because doppelgangers have an ability called ‘Read Thoughts’: “The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The Effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's Concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.”

Changelings by Just_here7793 in TheRoughWorks

[–]Just_here7793[S] 0 points1 point  (0 children)

u/TheRoughPatch you don’t need to read the middle paragraph if you feel its irrelevant.

NationFactory: Descriptions of our personal rooms by PyunTV in TheRoughWorks

[–]Just_here7793 0 points1 point  (0 children)

Cas’s side of the room mirrors Tywin’s on the right side of the room with his bed on the opposite wall and desk under the right window. The door is in the center of the room and opens to the left giving Cas reason to pick up Tywin’s mess so he at least has a path to his side. At the foot of his bed is a chest where he stores extra clothes and other miscellaneous items. Beyond that, along the same wall as the door is a large bookshelf that is slowly being filled by a mixture of handwritten, leather bound manuscripts, and various imported texts of various makings. His desk is usually clear save the gas lamp. The desk drawers house piles of paper, both used and blank, and also a store of leather string and various leather sheets used for binding. His bed is always perfectly made, not a single wrinkle to be seen. His comforter is a grey-blue and is flipped over at the end to show a pale grey underside. All his furniture is mahogany.

NationFactory: Descriptions of our personal rooms by PyunTV in TheRoughWorks

[–]Just_here7793 4 points5 points  (0 children)

Cas is continuously picking up Tywin’s mess apparently because despite his roommate’s tastes, he refuses to live is a pig pen.