You gain a natural weapon as with the Alter Self spell. 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.
Natural weapons made with this spell break after one successful melee attack. After breaking, any remnants of the weapon dissolves into dust and becomes useless. Weapons made with this spell last until broken, dispelled, or after 1 minute. Anyone grappling you can roll their Athletics against your Spell DC to break your weapons during the grapple. The weapons made do not appear to be magical when viewed with Detect Magic unless Brittle Alteration was cast while Detect Magic was already active, if they saw you cast it, or upon a successful Arcana check against your Spell DC. If you do not have the necessary material components, you may substitute one day's rations or one goodberry, which are consumed, a number of times equal to your Constitution modifier per long rest.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). When the spell's damage increases, the natural weapons also gain one additional use before breaking (e.g. a level 5 caster can attack twice before the weapon breaks).
* - (8 ounces of bone, bone powder, or chitin (consumed))
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