I am wondering a bit about balance. The class has some big perks -- spell use, unrestricted weapon use, superb saving throws -- but think I've balanced it reasonably well by prohibiting all armor and limiting the spell selection. Feedback is appreciated as always.
Changelings are born to human mothers but have the taint of fey magic -- some are the result of couplings with sprites, pixies and the like, others may be switched as infants with fairy bairns and returned to the mortal world later in life, and still others may simply be born to parents cursed by the fey.
Many changelings go unnoticed among humans, though all bear some mark of the fairy realm. A changeling with only a minor mark will often pass as a hedge wizard or wise woman, or may even adventure incognito as a magic-user. Those with more obvious fairy marks usually take some pains to conceal them, for changelings are mistrusted and even shunned in many communities.
Prime Requisite: Intelligence and Dexterity.
Other Requirements: Intelligence and Dexterity of 9 or greater.
Experience Bonus: 5% for an Intelligence and Dexterity of greater than 13; 10% for an Intelligence and Dexterity of greater than 15.
Hit Dice: d4 per level up to 12th level.
Maximum Level: 12
Armour: No armor is permitted.
Weapons: Changelings may use any weapon. They use the Cleric/Thief attack progression.
Special Abilities: Changelings are immune to Sleep spells and spell-like abilities. They can speak Pixie.
Changelings show some mark of their fey heritage: unusual eye color, straw or leaf-like hair, fangs, fur, horns or tail are typical. At the DM's option the Fairy Marks chart below can be used.
Experience Levels: as Magic-User.
Saving Throws: as Dwarf/Halfling.
3 Wings (bat, bird, butterfly, etc; not capable of flight)
4-5 Bizarre feet and/or legs (cloven hooves, crow's feet, frog's legs, etc)
6-8 Fangs, claws, webbed fingers (not useful for attacking)
9-12 Unusual visage (facial structure, eye or hair color, ear shape, etc)
13-15 Tail (bird, fox, lizard, pig, etc)
16-17 Scales, Fur, or Bark-like skin
18 Bizarre visage (antlers, beak, bestial features, horns, etc)
Half-Elf (Changeling) Spell List
Changelings use the Magic User Spell/Level table. They neither pray for nor memorize their spells, but draw on the magic inherent in their fey natures. Each spell is essentially an innate ability usable once per day. Like clerics, they can choose from any spell of the levels known to them. However fairy magic is unpredictable: For any level in which a changeling can cast more than one spell per day he or she must determine one spell randomly each time spells are renewed. It is up to the DM whether the random spells are determined before or after the player's chosen spells.
Cause Fear (C1)
Cause Light Wounds (C1)
Cure Light Wounds (C1)
Purify Food & Water (C1)
Putrefy Food & Water (let's say this spoils food or fouls water in amounts equivalent to Purify)
Remove Fear (C1)
Resist Cold (C1)
Faerie Fire (D1)
Pass Without Trace (AD&D D1)
Charm Person (M1)
Blindness (AD&D I2)
Silence 15' Radius (C2)
Detect Invisible (M2)
Magic Mouth (AD&D M2)
Mirror Image (M2)
Phantasmal Force (M2)
Wizard Lock (M2)
Dispel Magic (M3)
Cure Disease (C3)
Cause Disease (C3)
Protection from Poison (D3)
Gust of Wind (AD&D M3)
Remove Curse (C3)
Suggestion (AD&D M3)
Create Water (C4)
Control Temperature 10' Radius (AD&D D4)
Tongues (AD&D C4)
Hallucinatory Terrain (M4)
Charm Monster (M4)
Dimension Door (M4)
Wizard Eye (M4)
Polymorph Self (M4)
Polymorph Others (M4)
Create Food (C5)
Hold Monster (M5)
Magic Jar (M5)
Anti-Magic Shell (M6)
Find the Path (C6)
Speak with Monsters (C6)
Projected Image (M6)
Part Water (M6)
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