ALTER SELF

Transmutation Level 2

STANDARD

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 magic and you have a +1 bonus to the attack and damage rolls you make using it.

Spell Variants & Exotic Components – level 2
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range Self
Components V, S, M
Duration Concentration, up to 1 hour

You assume the trait of a creature, accordingly to the spell component. 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’t change the effects, but you can cast this spell multiple times.
Size. Your size grow and damage changes accordingly, however you can’t assume a size that is one size category larger than your actual size.
Armor Class. Your skin changes and becomes tougher and more resistant. It also assume the same structure of the creature you are mimicking. If the creature has scales, you grow scales. If the creature’s skin has inherent weakness or strength related to its skin, then you also get those weakness and strength.
Speed. You assume the speed and movement form of the creature, including the physical traits that allows the creature to accomplish
its movement. If the creature flies, you get its flying movement, however the creature you are mimicking must possess flying limbs that can sustain your weight.
Ability Score. Your body assume one of the ability score of the creature you are mimicking. However you are limited to physical abilities only such as strength, dexterity or constitution.
Resistance. You acquire on of the creature resistances, provided the creature possesses one.
Immunity. You acquire on of the creature immunities, provided the creature possesses.
Sense. You acquire on of the creature sense, it can be a sense like darkvision, tremor sense and so on. If your character’s race already possesses that sense, then the sense range is enhanced by adding up the creature’s range to yours.
Components. Heart of a creature.