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Basic Rules

Alter Self

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour (concentration)

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

At higher levels:

When you cast this spell at 3rd-level or above, you may choose from the following options:

  • Horns. You grow the horns of a bull. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
  • Wings. You grow wings, and have a 30-foot fly speed.
  • Tentacle. You grow a writhing tentacle. Your tentacle is a natural melee weapon with a reach of 10 feet, which you can use to make unarmed strikes. On a hit, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and you can attempt to grapple the target as a bonus action.

Available for: Artificer, Sorcerer, Wizard

Created by

Baileymermaid95.

Statblock Type

Spell

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