Tenser's Transformation
- Level
- 6
- School
- Transmutation
- Concentration
- Yes
- Ritual
- No
- Casting Time
- 1 Action
- Duration
- 10 Minutes
- Range
- Self
- Damage/Effect
- Buff (...)
- Verbal Component
- Yes
- Somatic Component
- Yes
- Material Component
- Yes
- Materials
- (a few hairs from a bull
- Source
- Xanathars Guide To Everything
- D&D Beyond Link
- www.dndbeyond.com/spells/Tensers-Transfo
- Spell Domain
- Arcane
Description
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d 12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.