Adamus Drake DM - Home of the DM's Den, GM's Corner, and Gray Owls
  • The Nexus
  • The Den
  • DM Podcast
  • GM's Corner
    • Voidspeaker
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • KO - Levels and Multiple Characters
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D
    • Custom Content >
      • FEATS
      • PRESTIGE CLASSES
    • Magic Items
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List
  • One-Shot Wonders
    • Character Creation - PF
    • 4th Edition Character Creation
    • Firefly - Character Creation
  • Amplify Your Signal

Alter Self

ALTER SELF - Transmutation - 2nd Level

Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
  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 magical and you have a +1 bonus to the attack and damage rolled you make using it.

Class List: Sorcerer, Wizard.
Source: 5th Edition SRD, Player's Handbook

Quick Links

One-Shots
Knight Owls
​
Gray Owls
D&D Campaign Info

Professional Links

DM Podcast + Patron Campaign
© COPYRIGHT 2015. ALL RIGHTS RESERVED.
Become a Patron!
  • The Nexus
  • The Den
  • DM Podcast
  • GM's Corner
    • Voidspeaker
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • KO - Levels and Multiple Characters
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D
    • Custom Content >
      • FEATS
      • PRESTIGE CLASSES
    • Magic Items
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List
  • One-Shot Wonders
    • Character Creation - PF
    • 4th Edition Character Creation
    • Firefly - Character Creation
  • Amplify Your Signal