Alter Self
2024 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, 1 hour
- Classes
- Artificer, Sorcerer, Wizard
- Source
- Player's Handbook (2024)
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
2014 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, 1 hour
- Classes
- Artificer, Sorcerer, Wizard
- Source
- Player's Handbook (2014)
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.
Alter Self 5.5e 2024 vs. 5e 2014 edition differences
Alter Self popularity
How popular is Alter Self? It is a commonly found spell in the game, and is often chosen over other options when available. This spell is a reliable addition to any spellbook.
- Top 25% picked level 2 Wizard spell
- Top 25% of all 5e spells
- Top 25% picked level 2 Artificer spell
- Top 25% picked level 2 Sorcerer spell
- Top 50% of all level 2 spells
Read about how this popularity data is calculated.
Spells similar to Alter Self
Enhance Ability 2nd-level transmutation
Both are versatile hour-long transmutations that adapt a character to changing exploration or social circumstances.
Players prefer Alter Self over Enhance Ability
Enlarge/Reduce 2nd-level transmutation
This spell temporarily modifies a creature's physical form and capabilities, making it a close second-level transmutation analogue.
Players prefer Alter Self over Enlarge/Reduce
Disguise Self 1st-level illusion
Both let the caster alter their visible appearance for infiltration and social encounters, with identical class-list overlap.
Players prefer Alter Self over Disguise Self
Water Breathing 3rd-level transmutation
Its long-lasting transmutation provides the same kind of environmental adaptation as Alter Self's aquatic option.
Players prefer Alter Self over Water Breathing
Gaseous Form 3rd-level transmutation
A self-directed, hour-long concentration spell, it reshapes the body to enable unusual movement and exploration.
Players prefer Alter Self over Gaseous Form
Spider Climb 2nd-level transmutation
Like Alter Self, it changes how the caster moves for an hour through a self-centered transmutation requiring concentration.
Players prefer Alter Self over Spider Climb