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info

Overview

Name fingerprint

The Shapeshifter

Gender

???

Age

???

Role

The Shapeshifter is a strange creature that resides in Andromeda.

Other names

???

face

Looks

Race

Shapeshifter

Skin Tone

Blue

Body Type

Extremely Slim

Height

The same as the Humans.

Hair Style

None

Facial Hair

None

Eye Color

Black

fingerprint

Nature

Magical Habilities

The Shapeshifter can turn into anything he wants at will.

"You assume the form of a different creature for the duration.
The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value."

date_range

History

Background

Many cultures around the world feature terrifying stories of monsters that steal the souls of mortals to take on their appearance and destroy their lives. They whisper of the frightening, alien horror of such beings, and the pain they inflict in their wake.

The truth is much less fantastic: these legendary shapeshifters are actually doppelgangers. Doppelgangers are, by and large, lazy hedonists who harm others more out of self-centered greed than deliberate malice. They are usually created when doppelgangers, who can't be bothered to put in the effort of raising their own children, seduce and impregnate women whose children grow up to, around adolescence, become doppelgangers themselves.

Still, like all mortals, doppelgangers are capable of making their own moral choices, and occasionally one rouses itself to do more with its life than an endless sequence of cons and robberies.

edit

Notes

Notes

The origins of the doppelganger race are unclear, a problem exacerbated by the lack of inclination for doppelgangers to bother keeping records themselves. Nonetheless, the age of many legends surrounding them indicate they are at least as old as humanoid civilization.

Although not usually evil, many are quite selfish and think of others as playthings to be manipulated and deceived. Doppelgangers are particularly fond of invading humanoid societies in order to indulge in their desires — some enjoy the complex dance of politics while others are incorrigible casanovas and svengalis who seek constant change in the race and gender of both themselves and their romantic companions.

While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race's sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers or luring others to their dooms in ambushes and robberies.

Doppelgangers do not have a language of their own, and their names are almost always loan-words from the languages of others.

As a Shapeshifter,you have the following traits:
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Doppelgangers live until partway through their second century after "coming of age," but become mature at the age their parent race does.

Alignment. The majority of doppelgangers are neutral, being self-centered but not truly malicious. Those who favor long-term covers tend to be more lawful, those who like changing very frequently are more chaotic. However, those who have become "lost in character" can be of any alignment.

Size. In their natural forms, doppelgangers are built like elves, tall and slight. 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 true form. You retain all of your normal statistics while in this form. You may use this feature once without issue, however, additional uses after the first incur one level of exhaustion. You must complete a long rest to use this trait again without issue.

Read Thoughts. You can cast the detect thoughts spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Slippery Mind. You are immune to the charmed condition.

Manipulator. You are proficient in either the Insight or Deception skill.

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

As an extremely uncommon race,Shapeshifters don't have leaders or sub races.

info

Overview

Details about this character's overview

Name fingerprint

The Shapeshifter

Gender

???

Age

???

Role

The Shapeshifter is a strange creature that resides in Andromeda.

Other names

???

face

Looks

Details about this character's looks

Race

Shapeshifter

Skin Tone

Blue

Body Type

Extremely Slim

Height

The same as the Humans.

Hair Style

None

Facial Hair

None

Eye Color

Black

fingerprint

Nature

Details about this character's nature

Magical Habilities

The Shapeshifter can turn into anything he wants at will.

"You assume the form of a different creature for the duration.
The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value."

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History

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Background

Many cultures around the world feature terrifying stories of monsters that steal the souls of mortals to take on their appearance and destroy their lives. They whisper of the frightening, alien horror of such beings, and the pain they inflict in their wake.

The truth is much less fantastic: these legendary shapeshifters are actually doppelgangers. Doppelgangers are, by and large, lazy hedonists who harm others more out of self-centered greed than deliberate malice. They are usually created when doppelgangers, who can't be bothered to put in the effort of raising their own children, seduce and impregnate women whose children grow up to, around adolescence, become doppelgangers themselves.

Still, like all mortals, doppelgangers are capable of making their own moral choices, and occasionally one rouses itself to do more with its life than an endless sequence of cons and robberies.

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history

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edit

Notes

Details about this character's notes

Notes

The origins of the doppelganger race are unclear, a problem exacerbated by the lack of inclination for doppelgangers to bother keeping records themselves. Nonetheless, the age of many legends surrounding them indicate they are at least as old as humanoid civilization.

Although not usually evil, many are quite selfish and think of others as playthings to be manipulated and deceived. Doppelgangers are particularly fond of invading humanoid societies in order to indulge in their desires — some enjoy the complex dance of politics while others are incorrigible casanovas and svengalis who seek constant change in the race and gender of both themselves and their romantic companions.

While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race's sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers or luring others to their dooms in ambushes and robberies.

Doppelgangers do not have a language of their own, and their names are almost always loan-words from the languages of others.

As a Shapeshifter,you have the following traits:
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Doppelgangers live until partway through their second century after "coming of age," but become mature at the age their parent race does.

Alignment. The majority of doppelgangers are neutral, being self-centered but not truly malicious. Those who favor long-term covers tend to be more lawful, those who like changing very frequently are more chaotic. However, those who have become "lost in character" can be of any alignment.

Size. In their natural forms, doppelgangers are built like elves, tall and slight. 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 true form. You retain all of your normal statistics while in this form. You may use this feature once without issue, however, additional uses after the first incur one level of exhaustion. You must complete a long rest to use this trait again without issue.

Read Thoughts. You can cast the detect thoughts spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Slippery Mind. You are immune to the charmed condition.

Manipulator. You are proficient in either the Insight or Deception skill.

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

As an extremely uncommon race,Shapeshifters don't have leaders or sub races.

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