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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.