Changelings are a fey or humanoid race who are related to doppelgangers and share their shapeshifting qualities and capacity for disguise. This makes them effective as actors, spies, and criminals, which has in turn led to them being mistrusted amongst the people of Khorvaire.[3][5][6][7][4][1][2][9] They are sometimes also known as doppelgangers themselves.[3][note 1]
Description[]
While changelings can look like anyone, they do have a true form. A changeling in their natural form looks rather like a doppelganger, with a lesser resemblance to a regular humanoid;[5][6] in comparison to a human, they appear faded and lacking detail[2][9] or as if unfinished[5][9] or vaguely depicted yet still striking.[3] They appeared to have a gray and gauzy additional layer of skin all over their bodies.[9] Their skin tone is pale, either white or light gray,[3][5][6][4][2][9] and their hair is thin and fair,[5][6][2][9] most commonly a light shade of silver-white,[3][4] followed by platinum and blond, with traces of green, pink, and blue. Otherwise, changelings have little if any body hair and facial hair.[3] They have over-large colorless or blank white eyes[6][2][9] that may appear sunken and circled by dark rings.[3] Their nose, lips, and mouth are small, even barely noticeable,[3][5][6][9] so they seem expressionless[6] and almost featureless.[2] Their noses lack nostrils.[9] Nevertheless, their features are still somewhat more distinctive than those of a doppelganger.[5][9]
A changeling has a humanoid build some 5 to 6 feet (1.5 to 1.8 meters) in height,[6] and some can change their height from human to halfling size.[2] They tend to have slender, almost frail-looking, bodies[3] and seem gangly and ill-proportioned, with limbs slightly longer in proportion to other humanoids. Despite this, they do not lack for grace or agility.[5][6][9] In contrast to doppelgangers, changelings display sexual characteristics in their natural form and have a default sex, though they can alter these as they please,[6][10][9] becoming male, female, both, or neither, with associated reproductive systems.[10]
However, given their shapeshifting talents, most changelings are rarely seen in their true form[4][2] and may prefer to adopt all kinds of humanoid shapes, treating their appearance like others treat clothes.[4] A changeling typically has a few preferred appearances and a common trait they may keep through all their forms, such as a mole, birth mark, or hair color.[9]
Personality[]
How a changeling chooses and uses each new guise they adopt is up to each individual. It may be for mischief, for entertainment, for exhibiting an emotional state, for artistic expression, or for heroism, or it could be for terrible misdeeds. To one changeling, it may be no more than a disguise, but to another, it could be another facet of their soul. They have different terms for different kinds of guise. A 'mask' is a guise that lacks a backstory and deeper personality; it is created on a whim to display a mood or to fulfill a need and can be discarded, never seen again.[4][2] A 'persona' is a full identity with a backstory, depth, and beliefs of its own,[3][4][1][2] and even its own friendships and associations.[3][1] In contrast, other races who cannot shapeshift as they can are called 'single-skins'.[4]
Most changelings maintain a handful of personas for different applications and situations,[3][4][1][2] so if one identity is compromised, they can disappear and switch to one of their others. One who travels a lot could take on a different identity in every community in order to blend in. They may change their identity from day to day.[3] A particular persona can aid a changeling in focusing on a specific skill or emotion.[4] Changelings and changeling communities can also share their personas (for example, three changeling healers can play the one physician persona, the kind old medic Tek, in shifts) or bequeath them to their descendants (so a young changeling can have the benefits and contacts of an older persona).[4][2]
However, the mutable ways of changelings provoke suspicion and fear in members of other races, who think they use their shapeshifting abilities for malevolent purposes. As a result, many changelings use those same abilities to conceal their true nature, sometimes even from those closest to them. They try not to draw undesired attention to themselves and look for their own place in the world.[3]
Changelings can be of any moral stance, but the majority have a tendency toward a pragmatic neutrality, focusing on their own needs and issues without special consideration for others' laws and ethics[5][4] and are largely uninterested in social and political matters.[3] Of course, changelings tend to be subtle and deceptive in their ways. A typical changeling is careful and wary of dangers, only undertaking a risky endeavor if the rewards or the odds of success make it worthwhile.[5][6] While many have a personal sense of honor they abide by, they are also keen on their own independence. And although some find using their powers for crime and assassination unthinkable, others welcome it, seeing it as the perfect use of their powers.[5] However, such people are no more common than in any other race, and any given changeling is just as likely as any creature to turn to good or evil, to be truthful or deceitful, to be kind or cruel. On the whole, changelings are a commonly harmless and peaceable people and the majority are not engaged in criminal activity—they just have an aptitude for it.[3][4][9][9]
On the other hand, a typical changeling sees no point in making do with the bare essentials if better things are available. A changeling adventurer will not camp in the woods and rough it if there is an inn nearby, will not eat rations if a restaurant is available.[11][12] To them, life is short, so they should fill it with the best experiences they can.[12] Hence, they have expensive tastes, especially enjoying the comforts and luxuries that riches can bring. Whenever they can obtain them, they will choose the finest food, drink, attire, accommodations, possessions, gear, and so on,[5][6][11] as well as indulgent and extravagant ways to pass time, such as long hot herbal baths, soothing massages, beauty treatments like manicures and pedicures, and having servants and others wait on them.[12] Despite this, as changelings favor this life of leisure, they will work only as much as they must to afford the things they want. And rather than spend their own money, they would rather buy on credit, their own or, better yet, an assumed identity's.[11]
Changelings love learning new languages and building collections of ones they know. These linguistics also aid their disguises and personas.[5][6]
Their genders are as flexible as everything else about them; changelings view it as just another trait they can alter as they will.[10][4]
They appreciate magic and technology for its power to cause change, both in themselves and others, which shares their perspective with their companions;[13] and to manipulate others or reveal secrets.[14] They like magical items with unexpected or variable outcomes like a rod of wonder, that change their own form like a figurine of wondrous power, or change or disguise the appearance of another, like dust of illusion.[13]
Philosophies & Beliefs[]

Three different changelings, from top to bottom: a reality seeker, a becomer disguised as a gnome adventurer, and a passer disguised as a dwarf warrior.
Perhaps appropriately, no single principle or philosophy is shared by all or even most changelings. Rather, each has their personal philosophy and outlook, which influences how they develop and where they are going. Core to this is their identity and self-concept, that is, whether they see themselves as the changeling's natural form, as a single identity in another form, or as multiple identities in various forms. Their sex and gender are also important to their identity, or identities.[10] Their philosophy of life supersedes any national or political feeling.[15]
To cope with their lack of unifying culture, scattered population, and difficulties living amongst other races, changelings have developed a variety of lifestyles and practices, broadly encompassed by three major philosophies:[16] passers, becomers, and reality seekers. Most, if not all, changelings take up one of these three philosophical beliefs when it comes to their mutable forms and these philosophies guide many aspects of a changeling's day-to-day life.[9][17] In each case, changeling children raised under one philosophy may either accept it for themselves or defy it and find their own path.[11] Passers and becomers make up the majority of changelings; reality seekers are comparatively few.[18]
Faith is a very individualized choice for each changeling, but is heavily affected by their three central philosophies.[19] Changelings commonly follow the Traveler, the shapeshifting deity of trickery and change of the Dark Six.[5][6][9][20][21][19] Changelings are more attracted to the Traveler's faith than any other race of Khorvaire, but while they revere it, they do not exactly worship it. Rather, they see the Traveler as a companion on the road of life, but not one to be fully trusted. Nevertheless, tales of the Traveler are commonly used to justify or explain their other philosophies[9] and followers of each often turn to the Traveler in their own way.[19][14] Most observe the Feast of the Traveler.[22]
Passers[]
'Passers' repress or refuse their changeling nature and live life in only one form, treating it as their 'natural state'. They do this to better fit in with those around them, that is, to 'pass' among them, and to avoid suspicion and prejudice and the other issues of being a changeling.[9][17][10] To do this, they take on the form and customs of the predominant race in their community—this is often human, given their population—and work hard to be accepted as one of that race. Hence, passers are often the most like humans in their attitudes and views. Some immerse themselves so fully and deeply that they form strong identifications with this race,[17] can bypass magical restrictions on race, or even disguise their own thoughts well enough to fool magical or psionic mental examination.[17][23] Passers favor magic and devices that aid their cover, and shun those that threaten it, such as by dispelling illusions or expose deceit.[13]
They want only to be seen as ordinary people, living their own lives, and part of their community. They rarely travel,[17] try not to attract attention nor get into trouble,[9] let alone seek adventure, and hardly ever take another identity.[17] They work to live their whole lives in the one form and live with the ever-present fear of being found out.[10] Hence, they have a tendency to be distrustful, suspicious, and even paranoid, with both the fear that they may be found out and the certain knowledge that no one is entirely whom they seem to be.[17] Politically, they adopt the popular ideology of their assumed culture, if anything more zealously than their non-changeling neighbors as they feel compelled to prove themselves or earn their place. Thus, they tend to be the most loyal and patriotic, even jingoistic or fanatical, of citizens and gladly follow the popular cause. Despite this, a passer dares not actually serve in wartime, owing to the risk of being discovered as a changeling and executed as a spy.[15] Naturally they dependably celebrate all the local holidays.[22] Similarly, they devoutly venerate the common faith or philosophy of their culture, but will quietly pray to the Traveler when at risk of being exposed.[19][14]
Passers adopt only the one sex and are discomforted at the notion of changing it. While they follow the gender and romantic roles of the races they purport to be, most remain celibate.[10] Most passers avoid having changeling children, for it would risk exposing them, but a few who have fallen in love with non-changelings take that chance. Passers teach their changeling children to repress their shapechanging and act and appear as their adopted race; they are kept isolated until they can do this reliably, typically for the first two years. Sometimes, desperate passers with changeling children give them up for adoption, abandon them, or, rarely, even kill them, or else travel to another community, steal a baby of the appropriate race, and leave their changeling child in its place, for whatever fate awaits it.[11]
Other changelings, namely adventurers, becomers, and reality seekers, are often scornful of passers, feeling their deny their true selves, and use slang words such as 'pretender' or 'actor' to mock them.[17] In turn, passers see becomers as disgusted and perverted for their fluid sexes, and are disturbed by those reality seekers who display neither sex.[10]
Becomers[]
'Becomers' exult in their changeling nature and believe that to be a changeling is to possess many different shapes and often different identities and lives altogether.[24][9] They see their mutability as being at the core of their identities and feel that to truly be a changeling they must change, often and well.[24] In their belief, they are both who they are and who they seem to be, at the same time, savoring how ambiguous and paradoxical this may be.[24][9] They believe they have multiple different identities within them and are eager to try on them all, explore them, discover their regular favorites and discard others.[10] They consider this duality of being the 'Truth of the Now'.[24] Theirs is a philosophy of transience and impermanence.[25] They revere the Traveler, but a few will pray to Kol Korran or Olladra when they need luck or coin.[19][14]
A becomer takes the concept of a dual life to a whole new degree and will live as multiple different people. Although they change with purpose and integrity, they will deceive and disguise themselves as needed to get by or achieve their purpose. Fortunately for them, they enjoy the challenges and risk-taking involved in creating, maintaining, and discarding multiple identities. Many are adept in deception and social skills, even training as bards or rogues, with the most talented becoming those folk known as chameleons. They feel capable of anything and can become so immersed in their adopted identity they can forget what they're not actually capable of, such as even briefly trying to cast spells.[24] They may also be master linguists, learn to change shape faster than other changelings, or even disguise their own thoughts.[24][23] They like magic that can shapeshift or otherwise physically alter another person, to give them a taste of the changeling experience.[13] Becomers have no trends or tendencies when it comes to politics and war, as it is an individual decision, but if they do serve it is often as a spy.[15] They will regularly attend all kinds of parties, holidays, and celebrations, often uninvited via a disguise.[22]
Becomers change sex freely and choose what best fits their needs at the time. However, these whims and their many personas often lead to wildly complex relationships and situations. This is best demonstrated in the story of Bin the Legendary Lover.[10] Naturally, becomers also have a wide range of possibilities for when and how they procreate, with both other changelings and other humanoids, and how they raise children. A becomer in female form and falling pregnant feels trapped and uncomfortable at being unable to change sex, and instead changes her appearance more frequently. Becomer parents love and accept their changeling and non-changeling children equally, but react to the latter as if they're disabled, unable to ever experience shapechanging and all its possibilities. They encourage the child to achieve other means of shapechanging instead, like being a druid or transmuter.[11]
Reality Seekers[]
'Reality seekers' or 'perfecters' pursue an abstract concept of perfection or a perfect reality, called the Perfect Form, the Way of Being, and the ultimate Truth, whatever form it takes.[9][25] It is, in essence, enlightenment.[26] Convinced that a great truth or reality exists to be discovered, they seek to learn what is truly real.[25] This is a key part of their identity.[10] It is a personal philosophy of the perfect form, wherein the transformation of the body is a spiritual or mystical act that embodies the purification of the spirit.[5][6] Most feel the Perfect Form must be attained entirely through their innate talents and training, and that magic or machinery is a crutch, useful in practice but not to be relied upon.[13] Challenging one's own beliefs is one path to finding the truth.[15] The majority prefer this search for truth over adopting a religion or worship a deity, and reality seeker clerics will serve the philosophy itself. The few who choose gods follower the Traveler, or rarely Aureon.[19][14]
They suppress their shapechanging abilities even more than passers[25] and prefer to live in their natural forms and to live in communities of fellow changelings.[9][25] They are, above all, the slender, gray being known as a changeling, and only take other forms as they wish.[10] They have established a number of utopian-minded communities around Khorvaire.[25] Given their recency, these communities have few holidays and traditions; most mark the date of their founding. Individual reality seekers have their own unique celebrations, often marking the time they chose the search for Truth or when they cultivated a new power of their mind or body.[22]
They are introspective by nature and tend to have firm convictions and a tendency to be lawful. Seeking absolute truth as they do, most do not deceive others as a matter of course, but they differ on what actually counts as deception, from those few who disdain all forms of deceit and display honesty to all, to the majority who feel honesty and integrity should only be shown to fellow changelings, to those who reserve it only for the people with whom they work closely, or even just close friends and family. They decide for themselves when deception is appropriate.[25] Each develops a code of conduct for themselves alone and follows it rigidly.[24] Otherwise, this philosophy lacks a moral element and is practiced by both virtuous ascetics and vicious assassins.[5][6] However, they oppose warfare, viewing it as destructive and distracting from their quest, and refuse to get involved. Worse, other changelings, disguised or not, might be slain, depriving them of their own search for truth. Killing another changeling is the sole 'sin' to a reality seeker.[15]
For romantic partners, reality seekers prefer their fellow seekers and in a relationship they value truth, trust, and honesty. Despite this, they accept polygamy and group marriages. They are also open with one another on questions of gender.[11] Reality seekers desire changeling children who can follow their pursuit and encourage them to explore and develop their shapechanging powers and to live in and accept their natural forms. They prefer to raise them in their own communities, where every adult plays a part in caring for and teaching the children.[11]
Reality seekers reject the habits and beliefs of passers and becomers. On the other hand, they admire or even envy warforged for their struggles following the Last War and emulate their attempts to found their own societies.[25]
Abilities[]
Shapeshifting[]

A changeling may begin looking like this...

…and finish looking like this.
Changelings have the magical ability to change their appearance with no more than a thought. Although similar in effect to a disguise self spell, this is no illusion but a small physical transformation of their bodies, so their clothing and possessions are unaffected. It is also not as extensive as a doppelganger's transformation and they are limited to a humanoid form. They can alter their facial features, skin coloration and texture, eye color, hair length and color, race, sex, voice, distinguishing marks, and their size, height, and weight, within limits[3][5][6][7][4][1][2][9] of human[5][6][7] or human and halfling scales.[2] They can alter their height by up to 1 foot (0.3 meters) and their weight by up to 100 pounds (45 kilograms) either way.[9] Though it takes several seconds, a changeling can change their form as often as they like and the new appearance lasts until they change again.[3][5][6][7][4][1][2] If they die, their bodies revert to their natural forms. True seeing will also expose them.[5][6][7][1][2]
Unsurprisingly, this power gives a changeling a great facility for disguise and impersonation, with them able to create a highly convincing disguise on cue.[3][6] They can take on any face they want, even those of other people and races, but of course cannot look like someone they've never laid eyes on.[4][1][2]
While it's widely assumed that a changeling's disguise is perfect and almost impenetrable, this is often only because people tend to believe what they see and ignore the subtle clues that say otherwise. A changeling's disguise may be given away by them having unchanged clothes and equipment, lacking the skills of their alleged profession or species, being unfamiliar with their apparent culture, or otherwise making errors.[9]

A changeling disguised as an orc warrior dons an even more disturbing visage to scare off some goblins.
Some changelings may develop their shapeshifting further, such as changing more swiftly and easily, emulating a race so closely that they fool magical restrictions[23] using it to aid in contortion and escape artistry[27] and even developing a fluid anatomy to avoid serious injury.[28] Some may even use it tactically in a fight, either by altering their features to seem weak and fearful and thereby trick an opponent into not using their full force, mimicking their opponent to taunt them, or even donning a hideous visage to disturb and scare them.[23]
Mental Abilities[]
Thanks to their slippery minds, they have an innate resistance to sleep and charm magic[5][6][7] or to a mental defense in general.[3] A few even learn to disguise their own thoughts, enabling them to escape magical or psionic mental examination.[23]
They tend to be charismatic.[3][4] Unlike doppelgangers, changelings cannot read thoughts, but they still have an intuitive aptitude for reading body language and mood, and with astonishing accuracy.[5] This extends to a sensitivity to the mannerisms of a culture and the values and mood of a community.[9] Changelings theorize this is a residual element of the doppelganger's power and some may be better at it with training and familiarity.[9] As a result, they have an innate ability to both deceive and intimidate others.[5] A changeling speaks softly, but when they talk to someone they have a knack for getting them to give away more information than they intend to share.[5][6] Thus, they tend to be skilled in areas of deception, intimidation, sensing motive and deceit,[3][5][6][7][4][2] persuasion,[4][2] or performance.[2]
They also have a gift for languages and can learn new tongues with ease.[5][6][7][4][9]
Other Abilities[]
Changelings do not manifest dragonmarks but may mimic the appearance (but not powers) of one.[5]
Combat[]

In the middle of a wild tavern battle, this changeling bard remembers to go for the jewels.
A changeling avoids combat if they can and would rather bluff or bully their way to a peaceful resolution. When pushed to fight, they favor ambushes and sneak attacks and will remain on the defensive while they weigh up their odds and look for a way out. If defeat is likely, they will retreat or run away.[5][6]
Changelings may be practiced at using feints to gain advantage in combat.[3] Others may adopt a hideous visage to unsettle and frighten their opponents.[1]
Society[]
Reproduction & Aging[]
Changelings breed true, namely, two changeling parents will have a changeling child. Rather than a half-breed, a changeling and another humanoid will have a coin-flip chance of producing a child of either race. If the changeling can closely emulate their partner's race, then their changeling child will have the same affinity. Finally, if a changeling is in female form when she conceives, then she cannot change her sex until she has delivered it.[10]
As infants, changelings are broadly similar to other humanoid babies, but whereas a human baby will try to copy the actions and expressions of adults and older children, a changeling baby will also try to copy their facial features, as a natural reflex. When asleep, their faces relax into those of changelings in their natural form, until the age of two years. At around this age, the changeling child achieves control of their shapeshifting ability.[11] A changeling develops their default sex during adolescence, but may then alter it.[10]
Ageing slightly faster than humans, changelings are considered mature at around age 15 but have roughly the same lifespan as a human, typically up to 100 years[3][4] and as much as 110.[8]
A natural, inevitable part of growing up for changeling children is the "I'm You!" game, wherein the child experiments with their shapechanging ability and impersonates someone else in their life. Initially, they pose as a best friend, whom they're familiar with and can easily imitate, at least temporarily, and do such things as visit their home for dinner and attempt to convince their parents and siblings. With growing confidence, the changeling child will impersonate their own parents, but this can get them into trouble. Passers forbid their changeling children from playing "I'm You!" at all because, if it caught, it threatens their cover, and they punish them or hide them until they stop. In contrast, becomers and reality seekers encourage this play, with becomers viewing it as developing necessary skills and as growth toward adulthood and seekers considering it an immature phase not unlike playing with toys. Even in adulthood, changelings may play a version of "I'm You!" by posing as a friend or as their acquaintance; this is intended as a friendly, harmless prank or even to be helpful. If a friend turns down an invitation to a party, the disguised changeling may decide to go in their place. If a friend is too shy to ask out someone to whom they're attracted, the disguised changeling may do it for them and even have the first date to help break the ice. It's said that becomers play "I'm You!" every day of their lives.[29]
Communities[]

Imitation is the sincerest form of flattery.
Having no culture or nation or place in the world of their own, changelings use their shapeshifting powers to live in secret amongst others, most often humans but also goblinoids and other races, by blending in among them and living in their shadow.[3][5][6][4][2][16][17] They favor communities with principles and practices that they share. Somewhat parasitically, rather than creating their own art and achievements, changelings are happy with claiming other societies, their works, and their culture as their own, not only to maintain and enhance an identity but also making them part of themselves.[3] Thus, these changelings are most often becomers and passers.[15] Nevertheless, some new changeling communities will seek new homelands of their own.[30]
Big cities are where changelings are most often found,[6] for these are perfect places in which to blend in or disappear and where most folks are too wrapped up in their own concerns to pay much attention to a peculiar stranger.[3] But even in such cities, they do not gather in great numbers.[6] Although a minority in these places, changelings do not feel obliged to form their own community or unite against opposition, as they lack a specific overall identity and are too suspicious of even one another. [17][18] Instead, those without families operate alone or in small changeling gangs of only about five members under one charismatic leader. Those with dependent children or elders come together in 'clans' for mutual protection and aid. These clans are not bound by blood, but by voluntary association. A clan head governs the clan and sets a common purpose, but only with the consent of its members, so the role is replaced regularly. Clan bosses help organize and keep order in the clan. The clan comprises anywhere from 10 to 60 capable adult members; an additional 30% children, elders, and non-combatants; a boss for every 10 adults, two elders, and one clan head.[6] These clans form their own safe havens in the cities.[4]
Some changelings live in stable communities where they may be open about their nature and be true to themselves, while others live in nomadic clans that roam throughout the Five Nations following the path of the Traveler while they hide their ability to shapeshift from outsiders. Otherwise, changeling orphans may be raised by parents of other races and, finding no others of their kind to guide them, must make their own way through life.[4]
Reality seekers have begun to establish their own communities composed only of changelings, with their own cultures and social structures. They do this to create ideal conditions for their kind, to explore the nature of being a changeling, or even to uncover hidden truths that might be repressed amongst other cultures. Such communities are also small, with anywhere between four and fifty members. They are also independently established and led, but they are too new to exhibit any distinct social roles or duties.[15] They are often experimental by nature.[22] They are often located in halfling-controlled lands, thanks to the halflings' tradition of tolerance and acceptance; the reality seekers do not expect opposition. One example is Freeform in the Talenta Plains.[18]
Organizations[]

A changeling infiltrator gains access to an orcish den.
Some notable changeling-dominated organizations are:
- Cabinet of Faces: a secret society of spies and assassins, comprising changelings and doppelgangers. Changeling members may become cabinet tricksters.[31]
Occupations[]
Their abilities make them adept at infiltration and criminal activity, and many make the most of it, gravitating toward being rogues. They serve as deep-cover spies and agents of their governments, they work as inquisitives, and they of course they operate as con artists, fences, thieves, and, less likely, assassins. Changeling criminals make up the core of the local criminal underbelly in the big cities of Khorvaire.[5][6][7][4][9] Changeling spies and thieves have been among the most notorious in the Five Nations' history,[9] and several changelings currently serve as spies in the Royal Eyes of Aundair.[14]
Nevertheless, others prefer reputable professions, and thanks to their other abilities they excel as entertainers, storytellers, diplomats, and negotiators.[5][6][4][9]
Those without the talents or dispositions for these fields can struggle to get regular work. Typically, changeling adventurers may be set on their path by lack of better opportunities, the need to go on the run from their misdeeds, a desire for justice or vengeance for misdeeds done to them, or a pursuit for spiritual perfection.[5] They are common among the Wayfinder Foundation explorers.[32]
Classes[]

A changeling rogue.
Changelings of all stripes typically become rogues. They take to the path readily and the wide range of skills lets them dabble in multiple fields of expertise, with deception and disguise being of particular benefit.[14][33] Moreover, a changeling rogue can gain advantages in social situations, at the cost of dungeoneering skills. They may be faster at gathering information and assessing the mood of a group and be more reliable in their social skills in general, or acquire an array of knowledge from their multiple personas, or even shift their internal anatomy to turn what would be a surprise attack or a critical injury into a mundane one.[33]

A changeling bard.
Being a bard is attractive to becomers and passers alike, albeit for very different reasons. Becomers enjoy the path of a bard because it lets them entertain others and also fill multiple roles, with all the opportunities and variety of life it brings. In contrast, passers adopt it for the skills and magic needed to keep their secrets. Both appreciate the powers it gives to persuade, influence, and even manipulate others.[14]

A changeling cleric of the Sovereign Host.
Reality seeker clerics will venerate either the Traveler or their personal philosophy of seeking perfection and truth. For the latter, they choose the Transformation and Truth domains, or occasionally the Artifice, Shadow, and Trickery domains.[14] Any changeling cleric does not revere a particular deity may take the Transformation domain, and casts the doppelganger transformation spell more effectively.[34]
Changelings hardly ever become fighters, bar some passers who study martial arts for its own sake.[14]

A changeling wizard.
When it comes to arcane arts, changeling wizards will specialize in the schools of transmutation, illusion, or divination and enjoy unique options.[14][35] By accessing their doppelganger blood, a changeling wizard gains an innate sense of how to alter bodies, both their own and others. They may also specialize in both transmutation and illusion schools simultaneously, learning and preparing more of such spells and being knowledgeable with them. This comes at the cost of forgoing three other schools so they are not as versatile as an ordinary wizard. They may also shapeshift their familiar into different common forms, gaining the benefit of each one as needed. Finally, their familiarity with transmutation spells may give them an edge when they fall victim to them, finding a second chance to shake them off. In addition, changeling wizards can learn skills in deception, disguise, and sleight of hand.[35] Advanced changeling wizards adapt the mutability learned from their own bodies to the spells they cast and become recasters, capable of altering spells in several aspects and applying metamagic on the fly.[36]
Changeling sorcerers, meanwhile, are very rare—their heritage lies in doppelgangers, not dragons.[14] Similarly, changelings have no great traditions for being artificers and so look elsewhere for magic.[37]
Similarly to wizards, changelings who practice psionics and become psions suit the path of a seer, shaper, or telepath and especially the egoist.[14] With their ability to alter their own bodies, changelings have a natural tendency to develop psychometabolism powers that achieve similar or greater effects. Able to adjust their psychobiology more extensively, a changeling egoist may unlock special abilities.[14][38] They can manifest psychometabolism powers upon themselves more effectively, switch the personality of their psicrystal and its corresponding benefit, or learn additional powers like chameleon, hustle, metamorphosis, and thicken skin, as well as acquire the usual skills in deceit and disguise.[38]
Especially talented changelings are known as chameleons[39] and agents of the Cabinet of Faces may become more doppelganger-like and with greater mental powers as cabinet tricksters.[31][40]
Changeling Names[]
Changeling names are typically very short, usually only a single syllable and sounding like nicknames rather than proper names in most other languages.[5][4] These names are used equally by both genders, with no difference between them. Through their lives, changelings tend to collect various names for use in different strata of society.[5] Names may be distinguished by subtle accents conveyed through shapeshifted appearance. For example, two changelings named Jin may be identified as Jin-with-vivid-blue-eyes and Jin-with-golden-nails.[4]
Some example changeling names include:
Of course, they can change their names as they do their faces and every mask and persona will have its own name.[4]
Language[]
As a rule, changelings learn the Common language, as it lets them interact with humans and most other races with ease,[5][6][7][4][1] and might know a couple of others.[4] They will learn lots of other languages, typically Dwarven, Elven, Halfling,[5][6][7][1] Gnome, Giant, and even Auran and Terran[5][6][7] and a thieves' cant.[1]
Hobbies & Interests[]

A changeling tries out some cosplay.
Many changelings take up collecting things as a hobby. The subject and approach of their collection varies: some seek out the very best examples, whereas others simply acquire the largest assortment they can. They value these collections or individual pieces highly and will strive and sacrifice for the sake of them, leading them to quest to find new pieces or find a place to house and display them. For example, this might be a feather from each type of bird, leading a changeling to search for roc and achaierai; or jewelry, prompting them to hunt for lost heirlooms; or even books, leading them to build a stronghold to house the library. The changeling Fel collects shoes: he has over 250 pairs, with many on display in his two-story home, and will change sex sometimes to wear and show off feminine shoes. [12]
In the arts, changelings can appreciate various styles and media, but especially those that can convey change and nuance and those that are experiences or impermanent. They will think on what a piece was before and what it will become next, and imagine people would get bored of seeing something that never changes. Changeling artists tend to focus on performance, such as singing, music, and storytelling, and commonly employ improvisation. They also like adapting to suit their audience and other performers. For visual arts, changelings like images that vary in appearance under different lighting, conditions, or angles, such as a portrait that seems to be smiling from one angle and frowning from another. They are also amused by optical illusions that change with alternative interpretations, such as the two opposing faces that can be viewed as a vase. They are not interested in sculpture and its solid, unchanging matter, except for ice sculpture and shaping other materials that change form or properties over time. A changeling ice sculpture takes its changes into consideration and creates a piece that will both be beautiful at first and melt into new and appealing shapes.[26]
For fashion, they favor fabrics that shimmer and shift in hue when one moves.[26]

A changeling wizard's morphic familiar changes from rat to lizard, or lizard to rat, who knows any more.
When it comes to pets, changelings prefer those that change their own form in some way, such as frogs and caterpillars, which they find fascinating.[11]
Similarly, in cooking, they are most intrigued by baking: the combination of ingredients in different proportions, the changes they undergo, and the endless variety of forms that can be produced.[26]
Relations[]
Changelings' shapeshifting habits create mistrust and distrust and generate suspicion and fear,[3][4][41][18] so many people of other races find it hard to trust changelings and are highly cautious around them.[5][6][9] Thus prejudiced against them, they determine they must be using their shapeshifting powers for criminal or malign purposes[3] and that all are conniving and deceitful and not to be trusted. They are seen at best as tricksters and con-artists, at worst as thieves and assassins.[9]
So, humans and elves tend to be suspicious of changelings, yet most will still deal with them if they have need. Meanwhile dwarves do not have much patience for changelings' subtlety and tricks.[5][6] Warforged are simply wary, recalling changeling spies and assassins in the Last War and instilled with the feeling that all are deceitful and treacherous. Nevertheless, they know the war has ended and are sympathetic to these fellow beings defined by their histories.[42] Most of all, though, no one is more suspicious of changelings than other changelings. They hold an array of opinions, prejudices, stereotypes, and harsh judgements about changelings of other philosophies and habits and rarely tolerate them.[17][18] Thus, changelings are typically not accepted in humanoid societies, but neither are they accepted by doppelgangers,[9] who see them as greedy and lazy for trying to live comfortably in human society.[43] Sometimes, fear of changelings has erupted into violent attacks and even attempted genocides.[41] Even a passer, once exposed, may suffer harsh treatment and even violence from the community they were formerly a part of.[10]
In contrast, halflings and gnomes can have some fun in battles of wits with changelings, though those in the criminal underworld are as likely to be rivals.[5][6] In fact, the traditionally tolerant and accepting halflings have been the best supporters of changelings. Halflings see changelings as intriguing and challenging novelties, and they may have common interests, at least in the criminal underworld. This lead them into cooperation, partnerships, and alliances. Because they expect little to now resistance or complaint from them, reality seekers have also begun establishing their communities in halfling lands.[18]
Among the various faiths of Eberron, while the doctrine of the Silver Flame maintains that people of all races should stand together, the zealous Pure Flame sect remains suspicious of changelings, shifters, and others.[44]
Items[]

Two rogueish changeling adventurers in not-so-discreet black leather.
Changelings favor the weapons known as ribbonweaves, as they are multifunctional and easily concealed or disguised,[45] and the enchanted clothing called the vestment of many styles, which can transform to suit as a disguise and can only be created by changelings.[46]
Lands[]
Khorvaire[]
Having no homeland to call their own, changelings may be found in all the human nations of Khorvaire, usually living amongst them in the big cities, but never in great numbers, let alone to the level of dominance.[5][47][48] They are most prevalent in the Lhazaar Principalities,[49][50][51] less so in Breland[52][53][54] and the Talenta Plains,[55][56] and to a small degree in Aundair.[57][58] A notable changeling community is Freeform in the Talenta Plains.[18]
The Lhazaar Principalities are known to have the greatest population of changelings in all Khorvaire[51]—while it is impossible to put an accurate figure on it, some estimates place them at over 50,000.[41] The majority of changelings here are members of the Gray Tide Principality,[41][51] many of them reality seekers.[59] Their leader, the changeling Prince Kel, has ambitions of founding a changeling homeland and they are based around Lastpoint island and the mysterious Gray Tide.[41][51][59]
There also changeling communities in Sharn in Breland,[60] with the Dragoneyes district being home to one of the few changeling communities in the nation. Many are entertainers in Dragoneyes (such as at Velvet's) and Smoky Towers.[61]
In non-human Droaam, many changelings live in the cities of Graywall and the Great Crag, and they may be seen in public in their natural forms.[62][63][64] One of the most notable changeling settlements is that of Lost, located somewhere in Droaam, where even the buildings shapeshift.[62][63][65]
In Darguun, changelings are sometimes permitted to join the Khesh'dar, a goblin clan with a penchant for espionage.[66]
Xen'drik[]
In Xen'drik, changelings are as common as any other race in the cosmopolitan city of Stormreach.[67]
Sarlona[]
Although they are second-class citizens,[67] the changelings of Riedra receive far more respect than those that inhabit Khorvaire, owing 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 the Inspired specifically tutor changelings on how to relinquish all sense of individuality.[68] Changelings comprise a significant part of Riedra's armed forces.[69]
Most Riedran changelings loyally serve either the Thousand Eyes or the Iron Gate. 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 dissident or outsider changelings. The dragons of Argonnessen, 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.[68]
History[]
Creation[]

One changeling, many forms: elf, goblin, orc, and lizardfolk.
It is thought that changelings began as the result of interbreeding between humans and doppelgangers. Their offspring evolved, ultimately becoming a distinct race in their own right.[5][6][9][16] However, it is also claimed that changelings originated first, and doppelgangers were created by the daelkyr known as Dyrrn the Corruptor by enhancing the changelings' latent gift for psionics and implanting drive to cause chaos in communities.[70] Moreover, another theory holds that the first changeling, tiefling, and skulk bloodlines began among the sages of the lost kingdom of Ohr Kaluun in Riedra, who studied dark magic, made pacts with fell beings such as fiends, and altered their own bodies in mystical rituals.[71]
In one account of their origin, the first changelings anywhere came into existence in the Feywild, as a manifestation of that plane's magical, mutable nature. Accordingly, their shapeshifting power and whether they use it for good or for evil channels either the joys or the dangers of the Feywild.[2]
Changelings, such as the priest Chance, tell the story that in olden times there was a woman called Jes who had one hundred children. When enemies plotted to slay them, Jes appealed to the Sovereign Host, but got no answer but rain and wind. When Jes despaired, a lone traveler came and took her hand, promising "I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed." Accepting this, Jes was given the traveler's cloak and she spread it over her hundred children. Though their former faces melted away, they could become whoever they wished, becoming the changeling race, shunned by all but shielded by the Traveler's gift.[4] Another, somewhat bland, changeling legend tells that the Traveler chose to create a new race, for reasons unknown and unknowable but much speculated about. The Traveler channeled his will and desires through doppelgangers and gave them temporary extra powers and had them go out into the world and breed with humans and other humanoids, and their progeny were the first changelings.[22]
Early History[]
In Khorvaire some 1300 years ago, before the founding of the kingdom of Galifar, the leaders of the precursor nations of Cyre, Karrnath, and Thrane launched genocidal campaigns against changelings within their borders. This forced many to flee to the precursors of Aundair and Breland to live in secrecy amongst humans.[41] They lived in humanoid settlements for much of their history.[16]
Long ago,[note 2] a changeling known as Kel became discontent with changelings merely hiding and surviving amongst human societies, and instead envisioned establishing an independent changeling realm. He journeyed across Khorvaire, making contact with changeling families, and began a gradual migration to the Lhazaar Principalities before sailing to Lastpoint. There, Kel faced the strange mists called the Gray Tide that surrounded the island and bravely proclaimed this would be their new home. He established the Gray Tide Principality and has ostensibly led it ever since.[41]
After the Last War[]
Among changeling reality seekers, the idea of a wholly changeling community had long been a idealist. dream, much considered and discussed but never implemented. It was only with the end of the Last War, the reshaping of Khorvaire, and warforged being recognized as a free people in the Treaty of Thronehold and going on to establish their own communities, that the changelings were inspired to try it for themselves. There was no single effort; rather, small groups began independently and spontaneously forming their own communities all around Khorvaire. Most have continued with the reality seeker philosophy.[15]
Rumors & Legends[]
Changelings tell a wide range of stories about their kind and have a host of alleged changeling heroes; these are imaginative, make incredible claims, and are completely unconfirmed. For example, one changeling urban legend claims that King Galifar I was really a changeling; sages have researched and denied it, but it doesn't go away. In fact, there are few known changeling historical or legendary figures, as most would have acted in disguise. Two folk tales that do feature changelings are those of Bin the Legendary Lover and Madam Mas and the Bard.[22]
Instead, changelings appear more often in stories and superstitions told by other races, and naturally these tend to focus on becomers. The majority are urban legends revolving around a disguised changeling tricking someone who only realizes the truth later; these tend to have a vague source, like the acquaintance of a cousin of a friend of a sister.[22] More darkly, a common story, told by bards and in popular fiction, is of a changeling killer who adopts the appearance of a friend or loved one to infiltrate a home, before shifting into a monstrous shape and attacking their targets.[9] In one version, a daughter comes home after her errands and speaks with her mother; although normally the mother argues, this time, the daughter has a pleasant chat with her, not knowing her mother is really dead in the adjoining room. It's variously said that the 'mother' is a changeling killer in disguise, or else a ghost.[72]
Parents sometimes will tease their children by suggesting that they are not theirs and are actually changelings who were swapped when younger, or will threaten to trade them to changelings if they keep misbehaving. These have some basis in reality,[22] with some passers abandoning, giving up, or even swapping their changeling children to maintain their secrets.[11]
Reality seekers figure in very few of these folk tales. One rare example is of a small and isolated town stricken with disease, leaving the people debilitated and delirious. The local healer is one of the earliest victims and so cannot save her friends, neighbors, and soon all the townsfolk from succumbing. Finally, once the town is helpless, a strange and silent figure strides into the settlement. This is an undisguised changeling, who might have been driven out or attacked had the defenders been capable. The changeling looks around, visits the healer in her home, and touches her shoulder, curing the disease and clearing her mind. Ignoring her gratitude, the changeling quietly departs and is not seen again, while the healer begins healing the townsfolk herself. Those who are well-informed say that the changeling was a reality seeker paladin who simply came across the town in its terrible state and employed their one weekly use of remove disease to cure the healer, who could then more effectively treat the rest. People hostile to changelings tell a version in which the changeling creates the disease purely in order to cure it.[73]
Notable Changelings[]
- Kilk, member of Sharn's City Council representing Lower Tavick's Landing.[74]
- Tam, a freelance inquisitive working in Sharn, Breland.[75]
- Kreelo, head of the Dark Dagger Gang in Fairhaven, Aundair.[76]
- Captain Toris, commander of Sterngate fortress in Breland and Last War veteran[77]
- Prince Kolberkon of the Direshark Principality[59]
- Prince Kel of the Gray Tide Principality[41][59]
- Qua, a reality seeker and leader of the changeling settlement Freeform in the Talenta Plains.[18]
Notable Changeling Organizations[]
- The Tyrants, a prominent criminal organization in Sharn specializing in information, forgery, fraud, and false identities.[78]
- The Five Faces, a gang of pickpockets in Sharn's Middle Menthis district.[79]
Appendix[]
Notes[]
- ↑ 1.0 1.1 This is a particular change for 4th edition, as that edition conflates the doppelganger and changeling creatures into one.
- ↑ "The Lhazaar Principalities, Part Two" mentions the attempted genocide and migration of changelings 1,300 years ago, then introduces Kel, perhaps intending to imply he is over thirteen centuries old. This is supported by the rumor that "Kel" is a name adopted by a lineage of changeling leaders. However, Player's Guide to Eberron neglects this aspect and implies it is the same Kel. Since he's unlikely to be over 1,300 years old, this article presumes Kel founded the Gray Tide much more recently.
Background[]
The changeling race is based on the real-world myth of changelings, which are children claimed to have been swapped (that is, changed) by fairies and displaying unusual traits or behaviors, and the term is often conflated with shapeshifting.
Changelings have been a playable race in the 3.5, 4th, and 5th editions of Dungeons & Dragons. They are often seen as an exclusive race to the Eberron setting, being introduced in the main Eberron sourcebook for each edition and only re-released later. They were created for the Eberron setting and first featured in the Eberron Campaign Setting book in June 2004, before being introduced to core D&D in the 3.5-edition Monster Manual III in August. Here, they are of distant descent from doppelgangers, a more monstrous and powerful race that is generally not playable and predates changelings and Eberron. Later books such as Races of Eberron expanded on them significantly, with suggestions of changeling babies being abandoned, adopted out, or swapped incorporating the real-world legend. (An unrelated changeling race based on the swapped-by-fairies myth was presented a year earlier in Dragon #304.)
For the 4th-edition Monster Manual, doppelgangers were revised, being downgraded in power and depicted similarly to the earlier changelings. Most likely, they were intended to be merged and the 4th-edition Eberron Campaign Guide and Eberron Player's Guide followed suit with its playable changeling race, declaring that the words "changeling" and "doppelganger" are synonymous, though the latter carries a more negative connotation. This causes ambiguities across editions, with characters and organizations previously defined as changeling or doppelganger becoming both. There is an in-universe explanation for this in Dungeon #193: "Lost: The Shapeshifting Village" p. 2: 'changelings' are the common term for non-aggressive shapeshifters, while 'doppelganger' is the term for the predatory shapechanger.
In 5th edition, changelings were reintroduced in Rising from the Last War, which altered their origins again, with changelings having appeared first and doppelgangers being the results of Dyrrn the Corruptor's experiments. They were re-released later in a revised form in Mordenkainen Presents Monsters of the Multiverse, where were identified as a fey race with the Feywild as their origin and with no relation to doppelgangers. It is unclear if they are meant to be the same, though the above article covers both versions under the assumption that they are.
External Links[]
- Changeling article at the Forgotten Realms Wiki, a wiki for the Forgotten Realms campaign setting.
Appearances[]
Adventures
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 317. ISBN 0786966890.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 Wizards D&D Team (May 2022). Mordenkainen Presents: Monsters of the Multiverse. (Wizards of the Coast), p. 10. ISBN 978-0786967872.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36 3.37 3.38 3.39 David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), pp. 26, 28–29. ISBN 0-7869-5100-1.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 4.31 4.32 4.33 4.34 4.35 4.36 4.37 4.38 4.39 Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 17–18. ISBN 0786966890.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 5.24 5.25 5.26 5.27 5.28 5.29 5.30 5.31 5.32 5.33 5.34 5.35 5.36 5.37 5.38 5.39 5.40 5.41 5.42 5.43 5.44 5.45 5.46 5.47 5.48 5.49 5.50 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 12–13. ISBN 0-7869-3274-0.
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 6.21 6.22 6.23 6.24 6.25 6.26 6.27 6.28 6.29 6.30 6.31 6.32 6.33 6.34 6.35 6.36 6.37 6.38 6.39 6.40 6.41 6.42 6.43 6.44 6.45 6.46 6.47 6.48 Andrew Finch, Gwendolyn F.M. Kestrel, Chris Perkins (August 2004). Monster Manual III. (Wizards of the Coast), pp. 24–25. ISBN 0-7869-3430-1.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 41–42. ISBN 0-7869-3658-4.
- ↑ 8.0 8.1 8.2 8.3 Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 27. ISBN 0-7869-3274-0.
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 9.16 9.17 9.18 9.19 9.20 9.21 9.22 9.23 9.24 9.25 9.26 9.27 9.28 9.29 9.30 9.31 9.32 9.33 9.34 9.35 9.36 9.37 9.38 James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), pp. 24–25. ISBN 0-7869-3912-5.
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 45. ISBN 0-7869-3658-4.
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 46. ISBN 0-7869-3658-4.
- ↑ 12.0 12.1 12.2 12.3 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 47. ISBN 0-7869-3658-4.
- ↑ 13.0 13.1 13.2 13.3 13.4 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 48–49. ISBN 0-7869-3658-4.
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 53. ISBN 0-7869-3658-4.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 49. ISBN 0-7869-3658-4.
- ↑ 16.0 16.1 16.2 16.3 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 41. ISBN 0-7869-3658-4.
- ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 43. ISBN 0-7869-3658-4.
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 52. ISBN 0-7869-3658-4.
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 49–50. ISBN 0-7869-3658-4.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 67, 70. ISBN 0-7869-3274-0.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 17. ISBN 0-7869-5100-1.
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 22.8 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 50. ISBN 0-7869-3658-4.
- ↑ 23.0 23.1 23.2 23.3 23.4 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 106, 109, 110–111, 117. ISBN 0-7869-3658-4.
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 43–44. ISBN 0-7869-3658-4.
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 25.8 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 44. ISBN 0-7869-3658-4.
- ↑ 26.0 26.1 26.2 26.3 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 48. ISBN 0-7869-3658-4.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 92. ISBN 0-7869-5100-1.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 94. ISBN 0-7869-5100-1.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 47–48. ISBN 0-7869-3658-4.
- ↑ James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 8. ISBN 0-7869-5099-4.
- ↑ 31.0 31.1 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 139, 140. ISBN 0-7869-3658-4.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 247. ISBN 0-7869-3274-0.
- ↑ 33.0 33.1 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 122. ISBN 0-7869-3658-4.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 180–181, 184. ISBN 0-7869-3658-4.
- ↑ 35.0 35.1 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 122–123. ISBN 0-7869-3658-4.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 157–158. ISBN 0-7869-3658-4.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 30. ISBN 0-7869-3274-0.
- ↑ 38.0 38.1 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 121–122. ISBN 0-7869-3658-4.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 60. ISBN 0-7869-5100-1.
- ↑ 40.0 40.1 Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 141. ISBN 0-7869-3658-4.
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Keith Baker (2005/05/16). The Lhazaar Principalities, Part Two. Dragonshards. Wizards of the Coast. Archived from the original on 2016/11/01. Retrieved on 2020/12/02.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 21–22. ISBN 0-7869-3658-4.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 303. ISBN 0-7869-3274-0.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 144. ISBN 0786966890.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 172. ISBN 0-7869-3658-4.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 175. ISBN 0-7869-3658-4.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 129. ISBN 0-7869-3274-0.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 122. ISBN 0-7869-5100-1.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 184. ISBN 0-7869-3274-0.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 140. ISBN 0-7869-5100-1.
- ↑ 51.0 51.1 51.2 51.3 Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 119. ISBN 0786966890.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 142. ISBN 0-7869-3274-0.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 126. ISBN 0-7869-5100-1.
- ↑ James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 74. ISBN 0-7869-5099-4.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 202. ISBN 0-7869-3274-0.
- ↑ David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 145. ISBN 0-7869-5100-1.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 136. ISBN 0-7869-3274-0.
- ↑ James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 67. ISBN 0-7869-5099-4.
- ↑ 59.0 59.1 59.2 59.3 James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Player's Guide to Eberron. (Wizards of the Coast), p. 98. ISBN 0-7869-3912-5.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 151. ISBN 0786966890.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 163, 164, 170, 174, 175. ISBN 0786966890.
- ↑ 62.0 62.1 James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), pp. 122, 125. ISBN 0-7869-5099-4.
- ↑ 63.0 63.1 David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 137. ISBN 0-7869-5100-1.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 114. ISBN 0786966890.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 198. ISBN 0786966890.
- ↑ James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 112. ISBN 0-7869-5099-4.
- ↑ 67.0 67.1 David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Eberron Player's Guide. (Wizards of the Coast), p. 152. ISBN 0-7869-5100-1.
- ↑ 68.0 68.1 Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Secrets of Sarlona. (Wizards of the Coast), p. 107. ISBN 978-0-7869-4037-0.
- ↑ James Wyatt and Keith Baker (2009). Eberron Campaign Guide. (Wizards of the Coast), p. 185. ISBN 0-7869-5099-4.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 284. ISBN 0786966890.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 138. ISBN 0786966890.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), p. 51. ISBN 0-7869-3658-4.
- ↑ Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, & Keith Baker (2005). Races of Eberron. (Wizards of the Coast), pp. 51–52. ISBN 0-7869-3658-4.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 157. ISBN 0786966890.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), pp. 41–42. ISBN 0-7869-3274-0.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 141. ISBN 0-7869-3274-0.
- ↑ Keith Baker, Bill Slavicsek, & James Wyatt (2004). Eberron Campaign Setting. (Wizards of the Coast), p. 150. ISBN 0-7869-3274-0.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), pp. 180, 254–255. ISBN 0786966890.
- ↑ Keith Baker, Jeremy Crawford, & James Wyatt (2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 245. ISBN 0786966890.
Connections[]
Races |
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Player's Handbook Races: Aasimar | Dragonborn | Drow | Dwarf | Elf | Goliath | Gnome | Half-Elf | Half-Orc | Halfling | Human | Orc | Tiefling |
Eberron Races: Bugbear | Changeling | Goblin | Hobgoblin | Kalashtar | Shifter | Warforged |
Other Races: Armand | Asherati | Bhuka | Doppelganger | Dragon | Gnoll | Kobold | Lizardfolk | Medusa | Sahuagin | Shulassakar | Thri-kreen | Yuan-Ti |
Outsiders: Angel | Archon | Daelkyr | Demon | Devil | Elemental | Genie | Githyanki | Githzerai | Inevitable | Mephit | Quori | Slaad |