Tenser's Transformation

From Xanathar's Guide to Everything, page 165.

Description
6th-level transmutation


 * Casting Time: 1 action
 * Range: Self
 * Components: V, S, M (a few hairs from a bull)
 * Duration: Concentration, up to 10 minutes

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.

Learned By

 * Classes: Wizard
 * Subclasses: Cleric (Arcana Domain)