Alter Self
Alter Self is a 2nd-level transmutation available to Sorcerer, Wizard.
You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.
* **Amphibian:** Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.
* **Altered State:** You decide what you look like.
None of your gameplay statistics change but you can alter anything about your body's appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.
* **Red in Tooth and Claw:** You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.
Mechanics
- level:
- 2
- range:
- self
- ritual:
- false
- school:
- Transmutation
- classes:
- Sorcerer, Wizard
- duration:
- Up to 1 hour
- casting time:
- 1 action
- concentration:
- true
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Sources
- Level Up Advanced 5e·OGL-1.0a·© Level Up Advanced 5e. OGL-1.0a. Via Open5e (open5e.com).
Last updated 6/19/2026·Tags: spell, transmutation, sorcerer, wizard, concentration