Alter Self

2nd-Level Transmutation
Casting Time: 1 action
Range: Self
Components: VS
Duration: (C) 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; you can add vestigial horns, tails, wings or other features, or remove existing ones, but you cannot benefit from their game effects if you do not have them. For example, a creature with natural wings who removes them with this spell loses its fly speed. You can also add or remove arms, legs, and other functional appendages, but you can never add more arms or legs than is normal for your heritage. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Mountainous Adaptation. You adapt your body to mountains and high elevation, with claws or hooves built for climbing and lungs adapted for thin air. You are adapted for high elevations above 10,000 feet, and you gain a climbing speed equal to your walking speed.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon with the Finesse property 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.
At Higher Levels. When using a spell slot of 5th level or higher, you may assume one of the following forms.
Greater Change Appearance. You can take forms one size category larger or smaller. Additionally, you may combine this form with a single other one simultaneously.
Greater Natural Weapons. The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.
Subterranean Adaptation. You adapt your body to underground environments, growing digging claws and supernatural senses. You gain tremorsense out to 10 feet, and gain a digging speed equal to half your walking speed.
Wings. A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon’s wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.

Source: PHB 211, SRD

Changelog