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 5e 2014 edition
Tenser's Transformation is currently only available in the 2014 edition.