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Spell: Dinosaur Form ~ Level 4

magical, polymorph, transmutation

  • Casting Time: 2 actions; Somatic and Verbal
  • Duration: 1 minute per Proficiency Score (C)

You transform into a Medium or Large dinosaur form. You must have space to expand, or the spell is lost. You count as an animal and a dinosaur in addition to your normal tags. Your gear is absorbed into you and their constant abilities still function, but you cannot activate them. Reduce your number of actions per turn by 1. When you cast this spell, you chose one of the following and gain the attacks, speed(s), and special abilities listed:

  • Ankylosaurus (Large)
    • Speed: 25 feet
    • Ability: +1 Deflection bonus to AC
    • Attack: Tail (backswing, reach 10 feet, unarmed) with a number of d8s bludgeoning damage equal to half your Proficiency Score
    • Melee Attack: Foot (unarmed) with a number of d6s bludgeoning damage equal to half your Proficiency Score
  • Brachiosaurus (Large)
    • Speed: 25 feet
    • Attack: Tail (reach 15 feet, unarmed) with a number of d6s bludgeoning damage equal to half your Proficiency Score
    • Melee Attack: Foot (unarmed) with a number of d10s bludgeoning damage equal to half your Proficiency Score
  • Deinonychus (Medium)
    • Speed: 40 feet
    • Attack: Talon (agile, unarmed) with a number of d4s piercing damage equal to half your Proficiency Score plus 8 Persistent Damage
    • Melee Attack: Jaws (unarmed) with a number of d10s piercing damage equal to half your Proficiency Score
  • Stegosaurus (Large)
    • Speed: 30 feet
    • Melee Attack: Tail (reach 10, unarmed) with a number of d12s piercing damage equal to half your Proficiency Score
  • Triceratops (Large)
    • Speed: 30 feet
    • Melee Attack: Horn (unarmed) with a number of d10s piercing damage equal to half your Proficiency Score plus 8 Persistent Damage on a critical hit
    • Melee Attack: Foot (unarmed) with a number of d6s bludgeoning damage equal to half your Proficiency Score
  • Tyrannosaurus (Large)
    • Speed: 30 feet
    • Melee Attack: Jaws (deadly d10, reach 10 feet, unarmed) with a number of d12s piercing damage equal to half your Proficiency Score
    • Melee Attack: Tail (reach 10 feet, unarmed) with a number of d8s bludgeoning damage equal to half your Proficiency Score

You can choose the specific type of animal, such as an allosaurus instead of a tyrannosaurus. You also gain the following statistics:

  • Ability Score: +2 Strength and +2 Dexterity bonus
  • Armor Class: +3 Natural Armor, -1 Size bonus if Large, ignore Armor Check Penalty and Speed Penalty from gear
  • Hit Points: +10 temporary hit points
  • Attacks: Proficient with the listed attack(s), +4 damage
  • Senses: Gain low light vision and scent
  • Skills: Gain advantage to Athletics checks

These special statistics can be adjusted only by Insight bonuses, Assist bonuses, advantage, and disadvantage. Your form prevents you from casting spells, speaking, or taking most manipulate actions that require hands. The GM decides if there is doubt about an action. Dinosaur Form is on the Primal Spell List.

Heighten (+2): For each Spell Slot of the Heightened Spell Levels (6, 8, 10), your form increases a size step, your temporary Hit Points increase by 10, and your damage bonus increases by 3. If your size is Large, your attacks gain Reach of 10 feet, or 5 more if they already had Reach 10 feet. You must have enough space to expand, or the spell is lost. Each size has a Size bonus or penalty to AC: –1 for Large, –2 for Huge, –4 for Gargantuan, –8 for Colossal.

Level 6 or 7 Spell Slot. The following are instead of lower-level versions:

  • Size: Large (–1 AC) or Huge (–2 AC)
  • Hit Points: +20 temporary hit points
  • Attacks: +7 damage; increase base Reach by 5

Level 8 or 9 Spell Slot. The following are instead of lower-level versions:

  • Size: Huge (–2 AC) or Gargantuan (–4 AC)
  • Hit Points: +30 temporary hit points
  • Attacks: +10 damage; increase base Reach by 10

Level 10 Spell Slot. The following are instead of lower-level versions:

  • Size: Gargantuan (–4 AC) or Colossal (–8 AC)
  • Hit Points: +40 temporary hit points
  • Attacks: +13 damage; increase base Reach by 15