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Eberron Races: Changelings, Shifters, Warforged

Changelings and shifters are humanoid races with supernatural abilities. Changelings can polymorph into any humanoid they have seen as an action. Shifters descend from humans and lycanthropes and can take on animalistic features by shifting as a bonus action for 1 minute, gaining temporary hit points. Warforged are constructs made for war that are immune to disease and poison. Kalashtar are psionic humanoids with advantage on saves against mind effects. The document also describes various shifter subraces and action points, an optional rule allowing characters to add a d6 to d20 rolls.

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0% found this document useful (0 votes)
88 views4 pages

Eberron Races: Changelings, Shifters, Warforged

Changelings and shifters are humanoid races with supernatural abilities. Changelings can polymorph into any humanoid they have seen as an action. Shifters descend from humans and lycanthropes and can take on animalistic features by shifting as a bonus action for 1 minute, gaining temporary hit points. Warforged are constructs made for war that are immune to disease and poison. Kalashtar are psionic humanoids with advantage on saves against mind effects. The document also describes various shifter subraces and action points, an optional rule allowing characters to add a d6 to d20 rolls.

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bobcats
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Changeling

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other
creatures guises makes them consummate spies and criminals.
As a changeling, you have the following racial traits.
Ability Score Increase. Your Dexterity and Charisma scores increase 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.
Duplicity. You gain proficiency in the Deception skill.
Shapechanger. As an action, you can polymorph into any type of 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.
Languages. You can speak, read, and write Common and two other languages of your choice.

Shifter Traits
Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they
can take on animalistic features by a process they call shifting.
As a shifter, you have the following racial traits.
Ability Score Increase. Your Dexterity score increases by 1.
Size. Shifters are about the same size as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your lycanthropic heritage grants you the ability to see in dark 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 cant discern
color in darkness, only shades of gray.
Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your
turn as a bonus action.
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1).
You also gain a feature that depends on your shifter subrace, described below.
You must finish a short or long rest before you can shift again.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options
below.

Beasthide
As a beasthide shifter, you are especially tough and persistent in battle.
Ability Score Increase. Your Constitution score increases by 1.
Shifting Feature. While shifting, you gain a +1 bonus to AC.

Cliffwalk
Your cliffwalk heritage grants you the agility of a mountain goat.
Ability Score Increase. Your Dexterity score increases by 1.
Shifting Feature. While shifting, you gain a climb speed of 30 feet.

Longstride
Longstride shifters are fleet and elusive.
Ability Score Increase. Your Dexterity score increases by 1.
Shifting Feature. While shifting, you can use the Dash action as a bonus action.

Longtooth
As a longtooth shifter, you are a ferocious combatant.
Ability Score Increase. Your Strength score increases by 1.
Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that
uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target
that is your size or smaller, the target is also grappled.

Razorclaw
As a razorclaw shifter, you make swift, slashing strikes in battle.
Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your
Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Wildhunt
Your wildhunt heritage makes you a consummate tracker and survivor.
Ability Score Increase. Your Wisdom score increases by 1.
Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws.

Warforged
The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are
constructs, they have much in common with living creatures, including emotions and social bonds, and
perhaps even souls.

Traits
As a warforged, you have the following racial traits.
Ability Score Increase. Your Strength and Constitution scores increase by 1.
Size. Warforged are generally broader and heavier than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor
Class.
Living Construct. Even though you were constructed, you are a living creature. You are immune to disease
and resist poison. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Instead of sleeping, you must simply remain inactive for 4 hours in order to complete a long rest. You are fully
aware of your surroundings and notice approaching enemies and other events as normal. When suffering from
exhaustion you always treat yourself as having 2 fewer levels of exhaustion. You do not make death saving
throws, instead when reduced to zero HP you are automatically considered stable. You may still acquire death
saving throw failures (such as from taking additional damage) until you have at least one HP restored, and will
die normally if you ever acquire 3 such failures.
Languages. You can speak, read, and write Common,)you begin with no other languages known.

KALASHTAR
Traits
As a kalashtar, you have the following racial traits.
Ability Score Increase. Your Wisdom and Charisma each increase by 1.
Size. Kalashtar are almost indistinguishable from humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dual Mind. Kalashtar have advantage on saving throws against mind-affecting spells, abilities, and
possession.
Psionic Reservoir. Kalashtar are naturally psionic creatures and have a reservoir of power they can draw
from, based on their class, along with being eligible to use the psionic variants for casting.
Languages. You can speak, read, and write Common, Quori, and 1 other language of your choice.
DMG p271
CLIMB ONTO A BIGGER CREATURE
DISARM
OVERRUN
SHOVE ASIDE
TUMBLE

Action Points
The Eberron campaign setting introduced this concept to reflect characters who are larger-than-life heroes
destined for great things. Action points allow a player to add a bonus on any d20 roll so that characters can
dodge or at least mitigate the effects of bad luck. This rule inspired the Hero Points optional rule presented in
chapter 9 of the Dungeon Masters Guide.
You start with 5 action points at 1st level. Each time you gain a level, you lose any unspent action points and gain
a new total equal to 5 + half your level.
You can spend an action point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw.
You dont have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action
)
point, roll a d6 and add it to your d20 result, possibly changing
a failure into a success. You can spend only 1
action point per roll.
In addition, whenever you fail a death saving throw, you can spend an action point to make it a success.

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