Changeling 2
A female changeling
Avg. Height 5'7" - 6'0"
Avg. Weight 120-160 lbs.
Homeland(s) Khorvaire
Language(s) Common
3rd edition rules
Creature Type Humanoid (Shapechanger)
Advancement By character class
Size Medium
Ability Modifiers None
Favored Class Rogue
Source Eberron Campaign Setting, pg. 12-13
4th edition rules
Creature Type Natural humanoid (shapechanger)
Size Medium
Ability Modifiers +2 Charisma, +2 Dexterity or Intelligence
Skill Modifiers +2 Bluff, +2 Insight
Source Eberron Player's Guide, pg. 29

Changelings are a player race in the 3rd, 4th, and 5th editions of Dungeons & Dragons. They are an exclusive race to the Eberron campaign setting being first featured in the Eberron Campaign Setting book in 2004. Changelings are a humanoid race who are distantly descended from doppelgangers and share their shapeshifting qualities. Their shapeshifting has led to them being used as spies and assassins which has, in turn, led to them being mistrusted amongst the people of Khorvaire.

Anyone, anywhere, hidden in plain sight

Changelings are subtle shapeshifters capable of disguising their appearance, making them consummate spies and criminals.

Racial Abilities Edit


  •  +2 racial bonus to saving throws against sleep and charm effects.
  •  +2 racial bonus to bluff, intimidate and sense motive checks.
  •  Natural linguist: Changelings add speak language to their list of class skills for any class they adopt.
  •  Minor changeshape (Su): Changelings have the ability to alter their appearance as though using a disguise self-spell, this does not affect their possessions. This is not an illusory effect but a minor physical alteration of features. The changeling can use this at will and lasts until they choose to change again or are killed in which case they revert to their natural form. A true seeing spell reveals their natural form. When in use this ability gives the changeling a +10 circumstance bonus to disguise checks. Using this ability is a full-round action.

4th Edition

Shapechanger: You are a shapechanger; you can alter your appearance. As such you are subject to effects and conditions that affect shapechangers.

Mental Defense: You have a +1 racial bonus to Will.

Changeling Disguise: Is an at-will power that allows the changeling character to transform their appearance to that of any other medium-sized humanoid race. The character keeps their statistics in their new form and their apparel does not change. This transformation lasts until the changeling changes their appearance.

Changeling Trick: Is an encounter power where you make a bluff check against the target's passive insight. If successful you gain combat advantage against the target until the end of your next turn.

5th Edition

Ability Score Increase: Your Charisma score increases by 2 and either Intelligence or Dexterity increases by 1.

Size: Changelings are built much like humans, but a little leaner. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Shapechanger: As an action, you can 'polymorph' into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.  You do not gain any racial traits or abilities of your form (such as Darkvision or the Dragonborn's breath weapon), only cosmetic changes. If you die, you revert to your true form. 

Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, 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. 

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.

Languages: You can speak, read, and write Common and two other languages of your choice.

Personality Edit

Changelings are commonly harmless, passive people and are uninterested in politics and social affairs. Due to their capricious ways of life, many people have come to distrust the changelings which has led to them becoming social recluses or more commonly has pushed them to create fake identities to escape persecution.

Having no culture of their own the changeling slip into other's societies and blend in. Rather than creating their own art and achievements, the Changeling are happy with claiming other societies' as their own. This nomadic lifestyle has led the changeling to become exceptionally adaptable people. Changeling will not simply shapeshift into a new person but rather create a new whole one. Most changeling will set up a handful of personas so if one is compromised they can disappear and switch to one of their others. Their personas that they create are incredibly realistic and have their own personality traits, backgrounds, and a network of friends. The changeling can be evasive and will often try to avoid confrontation or anything that will draw attention to themselves.

Description Edit


A male and a female changeling.

Changelings can look like anyone at any given time though they do have a true form. Their natural look can be scary to some due to their lack of detail and distinctive features. Their skin tone is always pale, the darkest tone some have is a light grey. They have large white eyes but have no pupils and are circled by thick black rings. Their noses are small and subtle with no detail.

The changeling's body structures are slender, even more so than elves and border on being frail. Their hair color is most commonly a light shade of silver followed by platinum and blonde. In rarer cases, their hair can be pale shades of green, pink and blue. Also similar to elves the changeling lack body and facial hair.

Lifespan Edit

Changelings reach maturity at 15 and live as long as humans do.

Alignment Edit

Most changelings are neutral. They prefer to keep a low profile and often do not take passionate stances that would draw attention. However, changelings can be any alignment, and often readily adapt to the culture they are raised in.

Gifted or Cursed Edit

Changelings have long been persecuted by other races, seen at best as tricksters and con-artists, at worst as thieves and assassins. Many people find it hard to trust changelings, and while their talents make them natural spies and criminals, in reality, a changeling is just as likely as any creature to turn to good or evil. Some changelings work hard to remove this stigma, but each time a changeling is caught robbing from a wealthy merchant or sneaking about where they are not welcome, it only perpetuates the stereotype.

Wary and Deliberate Edit

In general, changelings are prudent and cautious, preferring to take risks only when they feel that their chances are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party usually plans to reveal.

Searchers Edit

Without a longstanding history or home of their own, changelings have a natural curiosity about the cultures of other races. Many strike out as adventurers to learn (and adopt) as much as they can.

Changeling Names Edit

All changeling names are unisex and are very short usually one syllable.

Example Names: Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yog.

Naturally Deceptive Edit

Changelings' inborn abilities leave them uniquely suited to professions that rely on subterfuge or disguise. Assassins. Changeling assassins, thieves, and spies avoid detection by adopting the form of an assuming commoner or trusted ally to get close to a target.
  Performers. Due to the persecution and mistrust of their race, many famous changeling performers (such as actors and acrobats) keep their true form hidden from their audience at all times.
  Diplomats. Changelings have a gift for languages and are quick to pick up the social cues and manners of other cultures.

Changelings in Eberron Edit

Changelings have long been persecuted by other races, seen at best as tricksters and con-artists, at worst as thieves and assassins. Many people find it hard to trust changelings, and while their talents make them natural spies and criminals, in reality, a changeling is just as likely as any creature to turn to good or evil. Some changelings work hard to remove this stigma, but each time a changeling is caught robbing from a wealthy merchant or sneaking about where they are not welcome, it only perpetuates the stereotype.

Virtually all changelings take up one of three philosophical beliefs when it comes to their mutable forms and these philosophies guide many aspects of a changeling's day to day life. Passers are changelings who wish to fit in with conventional society and live life in only one form or at the least suppress their shape-changing abilities to better fit in with those around them. Other changelings will often view passers with contempt and use slang words such as "pretender" or "actor" to mock them. Becomers believe that to be a changeling is to possess many different shapes and often different identities and lives altogether. A becomer takes the concept of a dual life to a whole new degree and some will successfully live as several "different people" for many years. Seekers or "reality seekers" are convinced that a great truth exists which only the changelings can discover; they suppress their shapechanging abilities even more than passers and prefer to live or socialize with other changelings.

Changelings do not manifest dragonmarks.


The Changelings of Riedra experience far more respect than those that inhabit Khorvaire due to them being embraced by the Inspired. Any hopeful Changeling can make their way to Riedra in search of acceptance however, it comes at the price of losing ones' individuality as Riedran Changelings are specifically tutored on how to relinquish all sense of individuality so that they may further serve the Inspired. Riedran Changelings are invariably drawn into the service of the either the Thousand Eyes or Iron Gate and most are deeply loyal. Due to their devoted service to the Inspired, Changelings are feared and distrusted in the other lands of Sarlona. This devotion is often exploited by the Changelings who serve the Inspired's enemies. The dragons of Argonessen, for example, use Changelings to infiltrate the ranks of the Inspired and other nations often find Changeling agents are better suited for operations in Riedra.

5e Rendition Edit

Changelings do not build cities of their own, but live among humans, goblinoids, or other races, blending in among them and living in their shadow. They are most commonly found in large cities, where they form the backbone of the criminal underworld, though many find more respectable work as entertainers, government agents, and sometimes adventurers. Even in large cities, they do not cluster into extremely large groups. A changeling “clan” is actually a voluntary association of changelings grouped together for mutual protection rather than a group of blood relatives. Clan heads govern by the consent of the clan, and this position tends to change hands frequently. Bosses maintain order and help organize the clan for common purposes.

History Edit

Due to their nature Changelings do not have much recorded history however what is known is their creation was a result of many years of interbreeding between humans and dopplegangers, leading to the birth of the first changelings.

During the Last War, changelings were often employed as spies and assassins, only reinforcing the stigma still observed in the present day.

Religion Edit

Many changeling revere The Traveler of the Dark six whilst others seek out their own philosophies. However, there are many changelings who worship a religion simply to make their disguise more realistic. 

Notable Changeling Edit

Prestige ClassesEdit

Notes Edit

In 4th edition, the words "changeling" and "doppelganger" have the same meaning, though the latter carries a more negative connotation. In 3.5, changelings refer to the PC race of distant descent from doppelgangers, the latter being a more monstrous and powerful race which is thus generally not playable.

In 5th edition, changelings have been touched upon in “The Wayfinder’s Guide to Eberron."

References Edit

Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the CoastISBN 0-7869-3274-0.

Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the CoastISBN 0-7869-3912-5.

Secrets of Sarlona. Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the CoastISBN 978-0-7869-4037-0.

Unearthed Arcana: Eberron. Mike Mearls, and Keith Baker (2015). Wizards of the Coast. Retrieved from

The Changeling Race for Dungeons & Dragons (D&D) Fifth Edition (5e). D&D Beyond. (2018). D&D Beyond. Retrieved from

Civilized Races: Changeling | Drow | Dwarf | Elf | Gnome | Goblin | Half-Elf | Half-Orc | Halfling | Hobgoblin | Human | Kalashtar | Orc | Shifter | Warforged
Monstrous Races: Doppelganger | Dragon | Dragonborn | Gnoll | Kobold | Lizardfolk | Medusa | Sahuagin | Shulassakar | Yuan-Ti
Outsiders: Aasimar | Angel | Archon | Daelkyr | Demon | Devil | Elemental | Genie | Githyanki | Githzerai | Inevitable | Mephit | Quori | Slaad | Tiefling