{"name":"Tenser's Transformation","level":"6-level","school":"Transmutation","classes":"Wizard","castingtime":"1 action","range":"Self","duration":"Concentration, up to 10 minutes","components":"V, S, M (a few hairs from a bull)","materials":"","concentration":"1","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:\r\n[ul]\r\n[li]You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.[\/li]\r\n[li]You have advantage on attack rolls that you make with simple and martial weapons.[\/li]\r\n[li]When you fit a target with a weapon attack, that target takes an extra 2d12 force damage.[\/li]\r\n[li]You have proficiency with all armor, shields, simple weapons, and martial weapons.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.\r\n","higherlevels":"","source":"Xanathar's Guide to Everything","tabledata":"","tags":"Spell","templateId":"19","blockId":"342328","isShared":"on"}