
Embracing Transformation: Spells that Change You in 5E
In Dungeons & Dragons 5th Edition, magic often falls into two broad categories: destructive energy (fireballs, lightning bolts, radiant smites) and utility magic (teleports, illusions, protections). But one of the most flavorful and underexplored niches is transformational magic—spells that change you into something more.
From the wild shaping power of a druid to polymorph’s chaotic versatility, transformational magic lets players tap into primal fantasy: claws sprouting where fists once were, skin hardening into scales, or voices carrying unnatural presence. Below we’ll dive into what makes these spells exciting, then showcase a few fresh ideas for 5E tables.
Why Play with Transformations?
Transformational spells are fun because they:
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Change your playstyle mid-combat. Suddenly the wizard is in melee, or the cleric sprouts wings to dominate the battlefield.
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Blend martial and magical fantasy for hybrid characters.
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Offer temporary adaptations without replacing class features—scaling magic that keeps gameplay varied.
They also let spellcasters feel heroic beyond raw damage: the thrill of becoming monstrous, angelic, or beastly on demand.
Transformational Spells in 5E (Official & Familiar)
Some existing examples already hint at this style of magic:
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Barkskin (Druid/Ranger) – Natural armor enhancement.
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Alter Self (Sorcerer/Wizard) – Can give natural weapons or aquatic adaptations.
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Tenser’s Transformation (Wizard) – A full-on martial overhaul.
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Investitures (Sorcerer/Warlock/Wizard) – Elemental embodiment.
But what if we leaned deeper into that design space?
New Transformational Spells
Here are a few homebrew options that can spice up your spell lists:
Predator’s Claws
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 10 minutes
Your hands sprout claws of magical bone and sinew. Until the spell ends:
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You can make unarmed strikes that deal 1d8 slashing damage. These are considered magical.
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When you take the Attack action and attack with your claws, you may make one additional claw attack as part of the same action.
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If you already have natural weapons (like a bite), you may add +1 to attack and damage rolls with them.
Classes: Druid, Ranger, Sorcerer
Ironhide
3rd-level transmutation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your flesh hardens into metallic plates or stony ridges. Until the spell ends:
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Your AC becomes 17 if it isn’t already higher.
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You gain resistance to bludgeoning, piercing, or slashing damage (choose when cast).
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Your speed is reduced by 10 feet.
Classes: Cleric, Druid, Paladin
Serpentine Form
4th-level transmutation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Your body twists into a serpentine hybrid. While transformed:
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You gain a constrict attack (Melee Weapon Attack, reach 10 ft., 2d8 bludgeoning + grappled).
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You gain advantage on Dexterity (Stealth) checks.
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You can move through spaces as narrow as 1 foot wide without squeezing.
Classes: Druid, Sorcerer, Warlock
Draconic Mantle
5th-level transmutation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You take on draconic traits: scales shimmer across your body, wings unfurl, and your eyes glow.
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Gain a flying speed equal to your walking speed.
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Gain resistance to a damage type associated with a dragon (choose when cast).
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Once per turn when you hit with a weapon or spell attack, deal an extra 1d8 damage of that type.
Classes: Sorcerer, Warlock, Wizard
Who Gets These Spells?
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Druids lean into beastly, primal changes.
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Rangers embrace predator-style boosts.
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Clerics/Paladins tie transformations to divine resilience and smiting.
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Sorcerers/Warlocks revel in monstrous metamorphosis.
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Wizards reserve the most extreme, experimental forms (like Tenser’s Transformation).
Each class gets a thematic slice of transformational power, ensuring overlap without redundancy.
Final Thoughts
Transformation magic shines when it changes how you play, not just how much damage you deal. By layering in spells that grant natural weapons, armor bonuses, and altered movement, you give spellcasters new tactical options and martial characters more reasons to love magic.
Try adding one or two of these spells to your table and see how quickly players start asking: What else can I become?
Thanks for reading. Until Next Time, Stay Nerdy!!
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