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

Last updated 6/19/2026·Tags: spell, transmutation, sorcerer, wizard, concentration