Tenser's Transformation
2014 Rules
- Level & School
- 6th-level transmutation
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M (a few hairs from a bull)
- Duration
- Concentration, 10 minutes
- Classes
- Wizard
- Source
- Xanathar's Guide to Everything
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 2d12 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.
Tenser's Transformation 5.5e 2024 vs. 5e 2014 edition differences
Tenser's Transformation is currently only available in the 2014 edition.
Tenser's Transformation popularity
How popular is Tenser's Transformation? It is one of the rarest spells in the game, and is chosen less than other options when available. This spell is for the most unconventional spellcasters only.
- Bottom 25% picked level 6 Wizard spell
- Bottom 25% of all level 6 spells
- Bottom 10% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Tenser's Transformation
Haste 3rd-level transmutation
The spell boosts a combatant's action economy and mobility for several rounds, making it a closely related concentration-based battle enhancement.
Players prefer Haste over Tenser's Transformation
Holy Weapon 5th-level evocation
It empowers weapon attacks with extra damage over a long concentration duration, serving a similar purpose for a front-line attacker.
Players prefer Holy Weapon over Tenser's Transformation
Guardian of Nature 4th-level transmutation
Both are concentrated self-buffs that enhance martial effectiveness and durability for an extended fight, with force damage involved.
Players prefer Guardian of Nature over Tenser's Transformation
Shadow Blade 2nd-level illusion
This self-centered concentration spell creates a potent weapon and improves sustained weapon-based damage, though it offers fewer defensive benefits.
Players prefer Shadow Blade over Tenser's Transformation
Shapechange 9th-level transmutation
Although far more powerful, it similarly replaces a wizard's normal spellcasting approach with a sustained combat form and improved physical capabilities.
Players prefer Tenser's Transformation over Shapechange
Tasha's Otherworldly Guise 6th-level transmutation
This self-targeted transmutation also transforms a wizard into a stronger combatant, granting major offensive and defensive benefits while requiring concentration.
Players prefer Tenser's Transformation over Tasha's Otherworldly Guise