Alter Race (5e Spell)

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Alter Race
6th-level Transmutation
Casting time: 1 hour
Range: Touch/Self
Components: V, S, M (a small piece(like hair or nails) of the new race which the spell consumes)
Duration: Permanent


This spell can be used to allow the caster to alter it's or another beings race. Beings effected by this spell receive the Traits and Stats, only applies to Physical stats, of the new race, replacing those given by the old race. This effect is Permanent, but can be reversed by a second casting of this spell for the original race.

  • The size of the new race must be within 1 size category of the original race. Changing the size can result in death or Injury and always... mutation! (roll a D20, your body mutates and take 2d10 necrotic damage if the result is 10 or lower and half if higher. This damage cannot be reduced. Also if you had failed the first D20 roll, roll another D20. Depending on the result, take one wild mutation from the Wild Mutaion table.) (but if you roll in the range of 18 to 20... the spell Succeeds!!)
  • It is difficult to alter your race to a totally different category. ex. a Humanoid can turn into another humanoid or Monstrous Humanoid, but changing race to Abberation, Dragon, or Outsider can cause serious damage to the body and mutation. (roll a D20, your body mutates and take 4d10 necrotic damage if the result is 10 or lower and half if higher. This damage cannot be reduced. Also if you had failed the first D20 roll, roll another two D20. Depending on the result, take two wild mutation from the Wild Mutaion table. The two mutations can stack.) (but if you roll a 20... the spell Succeeds!!)
  • Using this spell gives Temporary immunity to another casting of it equal to 1d6 weeks.
  • Races Naturally immune to polymorph or of the Shapechanger subtype are immune to this spell.


Wild Mutation.

Roll Simple Name Result
01 Blind You are effectively blinded permanently, unable to see anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration.
02 Deaf You are effectively deafened permanently, unable to hear anything except what's going on in the other location, which might be in any spot on the same plane. This can be cured with nothing less than a Greater Restoration.
03 Continuously Stuned When your turn starts during combat, roll a d20. It the result is in range of 1~5, you are stunned until the end of your current turn(which means you skip your turn). This can be cured with nothing less than a Greater Restoration.
04 Weaker Your Strength Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
05 Not Flexible Your Dexterity Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
06 Not Healthy Your Constitution Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
07 Slower All of your speeds decrease by 10 feet. This can be cured with nothing less than a Greater Restoration
08 Minimized Damage There has been a damage in your brain and made you dizzy while attacking. All variable, damages you deal now do minumum damage. This can be cured nothing less than a Greater Restoration.
09 Halved Duration There has been a damage in your brain and made you dizzy while using long time affecting abilities. All variable, numeric effects you inflict on others with durations now have halved durations. This can be cured nothing less than a Greater Restoration.
10 Harder Concentration There has been a damage in your brain and made you dizzy while concentrating. You have disadvantage on your concentration saving throws.
11 Dumber Your Intelligence Score decrease by 1. Also this mutation deals 1d10 psychic damage to you.
12 Folly Your Wisdom Score decrease by 1. Also this mutation deals 1d10 psychic damage to you.
13 Uglier Your Charisma Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
14 Extra Arm You grow an extra arm somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage but allows the target to wield 3 single handed weapons(etc). Cloths and armors need to be specially tailored.
15 Extra Leg You grow an extra leg somewhere in your body(the DM decide), dealing 2d12 bludgeoning damage and decreasing your walking, climbing, and swimming speed by 5 feet. Cloths and armors need to be specially tailored.
16 Grow Horn You grow a large horn somewhere in your body(the DM decide), dealing 4d6 piercing damage to the target. In addition, the target can Gore (1d10+proficiency piercing, +1d10 for every 5 levels gained with this mutation). Cloths and armors need to be specially tailored.
17 Extra Eye You grow an extra eye somewhere in your body(the DM decide), dealing 1d12 piercing damage and you have  disadvantage on attack rolls and Wisdom(Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Cloths and armors need to be specially tailored.
18 Pacifist Mind When your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 psychic damage. This can be cured with nothing less than a Greater Restoration.
19 Heating Blood When your turn starts during combat, roll a d20. If the result is in range of 1~5, you take 1d6 fire damage. This can be cured nothing less than a Greater Restoration.
20 Multiple Negative Mutation Roll a d20 twice and pick two Wild Mutaions. If you roll another 20.... Good luck playing this character for your campaign because This Wild Mutation does Stack on and on.

Ah, I can literally taste the pain of this unfortunate soul.

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