Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Until Dispelled 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
Shapechanging

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

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

Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

Extra Body Part (1/Day). When you cast Alter Self, you may choose to grow one extra body part of your choice (an extra arm, leg, head, tail, tentacle, mouth, eye, etc.). This benefit last until its dispelled by the caster. You can use this extra body part option only once per long rest.

Extra Arm / Tentacle. You can hold and use one additional object or weapon. You do not gain an extra attack from the Extra Attack feature, but you can make one additional object interaction or grapple check as a bonus action.

Extra Leg. Your walking speed increases by 10 feet, and you have advantage on checks and saves against being knocked prone.

Extra Head. You gain advantage on Wisdom (Perception) checks that rely on sight or hearing, and you cannot be surprised while the head is awake. (Optional: disadvantage on Charisma checks with humanoids who find the extra head disturbing.)

Extra Mouth. You can speak, eat, or bite with the extra mouth. You gain a natural bite attack (1d6 piercing) that uses your spellcasting ability modifier, and you can hold verbal components even if your main mouth is occupied.

Extra Eye. Advantage on sight-based Perception checks and you cannot be blinded by effects that only cover your original eyes.

Other parts like wings, extra tail, etc. Work with your DM for a minor, appropriate benefit (usually +10 ft speed of a relevant type, advantage on one type of check, or a weak natural weapon).

 

 

Spell Tags: Shapechanging

Available For: Sorcerer (Legacy) Wizard (Legacy) Artificer (Legacy) Bard Cleric Sorcerer Warlock Wizard Sorcerer - Draconic Sorcery Warlock - The Predator (HWT) Artificer Fighter - Bonesmith Ranger - Hollow Warden

Matthew_von_Bleibruck

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