Alter Race (5e Spell)

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.

RollSimple NameResult
01BlindYou 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.
02DeafYou 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.
03Continuously StunedWhen 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.
04WeakerYour Strength Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
05Not FlexibleYour Dexterity Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
06Not HealthyYour Constitution Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
07SlowerAll of your speeds decrease by 10 feet. This can be cured with nothing less than a Greater Restoration
08Minimized DamageThere 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.
09Halved DurationThere 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.
10Harder ConcentrationThere has been a damage in your brain and made you dizzy while concentrating. You have disadvantage on your concentration saving throws.
11DumberYour Intelligence Score decrease by 1. Also this mutation deals 1d10 psychic damage to you.
12FollyYour Wisdom Score decrease by 1. Also this mutation deals 1d10 psychic damage to you.
13UglierYour Charisma Score decrease by 1. Also this mutation deals 1d10 bludgeoning damage to you.
14Extra ArmYou 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.
15Extra LegYou 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.
16Grow HornYou 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.
17Extra EyeYou 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.
18Pacifist MindWhen 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.
19Heating BloodWhen 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.
20Multiple Negative MutationRoll 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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