Changeling
Changelings are the product of human and doppelganger relationships, and they possess the natural ability to change their appearance, although they are more limited than their nonhuman parents in this regard.
- Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
- Age: Changelings reach adulthood in their mid to late teens, and usually live less than a century, much as humans do.
- Alignment: Changelings have no culture of their own, and tend to have alignments similar to whichever culture they have adopted.
- Size: Changelings are built much like humans, but a little leaner. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Duplicity: You gain proficiency in the Deception skill.
- Shapechanger: You may change your appearance at will as a bonus action. This functions as the change appearance function of alter self, except it requires no verbal or somatic components, does not require concentration, and has an infinite duration. This ability cannot be dispelled or suppressed (except by effects which specifically affect shapechanging or polymorph abilities), although changelings revert back to their natural form upon death.
Warforged
Designed and built during the Last War, the warforged are living, sentient constructs. Their metal bodies hide an intricate blend of clockwork and crystal, animated by ancient magic.
- Ability Score Increase: Your Constitution score increases by 2.
- Age: Warforged are constructed, not born, and so do not age as natural creatures do. Warforged were first created in 965 YK (33 years ago), though they were only granted rights as a fully sentient race in 996 YK. As such, most Warforged are very young, though none younger than 2 years.
- Alignment: Warforged were built to follow orders, so many retain a Lawful alignment. They vary wildly in morality; most that live in the cities are Good or Neutral, but the Mournlands are home to many Evil warforged who are pledged to the Lord of Blades.
- Armor Plating: You gain a +1 bonus to Armor Class.
- Construct Dormancy: Instead of sleeping, you enter a dormant state from which you gain all the same benefits a human does from sleep. You must rest this way for 4 hours. During this time, you remain aware of your surroundings; however, taking any action will interrupt your rest.
- Warforged Resilience: You have resistance against poison damage, and advantage on saving throws against poison effects.
- Living Construct: You are a living humanoid, even though you were built, not born. You are immune to disease. You do not need to eat or breathe, but you can eat and drink if you wish.
- Languages: You can speak, read, and write Common and one other language of your choice.
Choose on of these subraces:
Soldier
Designed and built for front-line use, these towering warforged are specialists in armed combat.
- Ability Score Increase: Your Strength score increases by 1.
- Built for Battle: You are proficient with the longsword, shortsword, battleaxe, and warhammer.
- Mind of Iron: You can end any stunned condition affecting you at the start of your turn. You must complete a short rest before you can use this ability again.
Runecarved
Given life by magic, and marked with dozens of arcane symbols, a runecarved makes great use of the innate power that flows through them.
- Ability Score Increase: Your choice of either your Intelligence score or Charisma score increase by 1.
- Minor Magic: You learn the prestidigitation and thaumaturgy cantrips. You may use either Intelligence or Charisma as your casting modifier for these cantrips.
Scout
Sleek than the standard stock, you were built as part of special forces operation, and deployed on missions requiring stealth and cunning.
- Ability Score Increases: Your Dexterity score increases by 1.
- Built for Speed: Your base walking speed increases to 35 feet.
- Well-Oiled Machine: You cannot be detected by scent, and all Wisdom (Perception) checks that rely on hearing to detect you are made with disadvantage.
Shifters
- Ability Score Adjustment: Your Dexterity score increases by 1, and one other score of your choice increases by 1.
- Age: Shifters mature a little more slowly than humans, generally reaching adulthood at 20 years of age and living to an average age of 80.
- Alignment: Shifters are usually neutral, viewing the struggle to survive as more important than moral or ethical concerns about how survival is maintained.
- Size: Shifters have similar heights and builds to elves. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Animalistic and adapted to outdoor life, 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.
- Natural Athlete: You have training in the Athletics skill.
- Shifter Legacy: Choose a shifter legacy from the list given below. This legacy increases one of your ability scores, and gives you a benefit while shifting.
- Beasthide. Your Constitution score increases by 1. While shifting and not wearing heavy armor, you gain a +1 bonus to Armor Class.
- Cliffwalk. Your Dexterity score increases by 1. While shifting, you have a climb speed of 30 feet, and you have advantage on Strength checks and saving throws.
- Dreamsight. Your Charisma score increases by 2, and you have training in the Animal Handling skill. While shifting, you can communicate with beasts through sounds and gestures.
- Gorebrute. Your Strength score increases by 1. While shifting, you manifest horns that allow you to roll a d6 in place of the normal damage of your unarmed strike. If you move at least 20 feet straight toward a creature right before hitting it with your horns, the target takes an extra 1d6 bludgeoning damage and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength bonus) or be pushed back up to 10 feet.
- Longstride. Your Dexterity score increases by 1. While shifting, your base walking speed increases to 35 feet and you have advantage on Dexterity saving throws.
- Longtooth. Your Strength score increases by 1. While shifting, you grow fangs that allow you to roll a d6 in place of the normal damage of your unarmed strike and the damage becomes piercing. In addition, if the unarmed attack hits, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength bonus) or be knocked prone.
- Razorclaw. Your Strength score increases by 1. While shifting, you grow claws that allow you to roll a d4 in place of the normal damage of your unarmed strike and the damage becomes slashing.
- Swiftwing. Your Dexterity score increases by 1. While shifting, your arms grow leathery flaps of skin (similar to a bat’s wings) which grant you a fly speed of 30 feet. While airborne, you can’t use your hands for anything other than flying. You can’t fly while encumbered (PHB page 178) or while wearing medium or heavy armor.
- Truedive. Your Constitution score increases by 1 and you can hold your breath for 15 minutes before you risk drowning. While shifting, you have a swim speed of 30 feet and resistance to cold damage.
- Wildhunt. Your Constitution score increases by 1, and you have training in the Perception skill. While shifting, you have advantage on Wisdom (Perception) checks that rely on smell, and you have advantage on Constitution saving throws.
- Shifting: You can tap into your lycanthropic heritage to gain short bursts of physical power. On your turn, you can shift as a bonus action. While shifting, you gain an ongoing benefit based on your shifter legacy. Your shift lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your shift on your turn as a bonus action. Once you have shifted the number of times equal to your proficiency bonus, you must finish a long rest before you can shift again.
- Languages: You can speak, read, and write Common and one extra language of your choice. Shifters speak Common with a rural dialect wildly different from that spoken by urban folk. Many shifters learn the languages of those they encounter in the wild: Sylvan, Orc, Elvish, and the like.