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Edit Spell: Tenser's Transformation
Name
Level
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 damage. You have proficiency with all armor, shields, simple weapons, and martial weapons. You have proficiency in Strength and Constitution saving throws. You 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 this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Higher level
Magic school
None
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Casting time
Range
Duration
Verbal
Somatic
Material
Material needed
a few hairs from a bull
Requires Concentration
Ritual Casting
Source
Notes
Concentration, up to 10 minutes
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Wizard
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