Level
5th
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
8 Hours
School
Transmutation
Attack/Save
WIS Save
Damage/Effect
Shapechanging

This spell alters the form of a creature that you are touching. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. 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, by touching the target you can end one option as an action and switch it for a different one.

Amphibious. The target's body adapts to an aquatic environment, sprouting gills and growing webbing between its fingers. It can breathe underwater and gains a swimming speed equal to its walking speed.

Change Appearance. You transform the target's appearance. You decide what it looks like, including its height, weight, facial features, sound of its voice, hair length, coloration, and distinguishing characteristics, if any. You can make the target appear as a member of another race, though none of its statistics change. The target can't appear as a creature of a different size than it, and its basic shape stays the same; if it's bipedal, you can't use this spell to make it quadrupedal, for instance. 

Darkvision. The target's body adapts to a dark environment, it's eyes become larger and more bulbous. It has darkvision out to a range of 60 feet.

Flight. The target sprouts leathery wings and gains a flying speed of 40 feet.

Keen Hearing and Smell. The target's body adapts to emphasize it's senses, it's ears and nose enlarge and become more bestial. It has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Mimicry. The target's vocal chords adapt to be able to mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

Natural Weapons. The target grows claws, fangs, spines, horns, or a different natural weapon of your choice. Its unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and the target is proficient with its unarmed strikes. Finally, the natural weapon is magic and the target has a +1 bonus to the attack and damage rolls they make using it.

Spider Climb. The target's body adapts to an aboreal environment, setules or suction cups sprout from its feet and fingertips allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The target's body adapts to jump long distances. Its long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.

Two-Headed. The target's body adapts in a truly horrific fashion as it grows a second head. It has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spells duration is increases by a further 8 hours for each slot level above 5th.

At 9th Level. When you cast this spell using a spell slot of 9th level the spells effects are permanent and last until dispelled or dismissed by you.

 

Spell Tags: Shapechanging

Available For: Sorcerer (Legacy) Wizard (Legacy)

Dragon_Shark

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