Tenser’s Transformation 5e

School: Transmutation
Level: 6
Casting Time: 1 Action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes

Spell 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 2d12 force


– 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.