publish: true
aliases:
- Tenser’s Transformation
created: 2026-03-09T12:15:33.821-04:00
modified: 2026-03-09T12:15:33.821-04:00
published: 2026-03-09T12:15:33.821-04:00
tags: - ttrpg-cli/compendium/src/5e/xge
- ttrpg-cli/spell/class/bard
- ttrpg-cli/spell/class/wizard
- ttrpg-cli/spell/level/6th-level
- ttrpg-cli/spell/school/transmutation
cssclasses: - json5e-spell
obsidianUIMode: preview
classes: - Bard
- Wizard
Tenser’s Transformation
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
2d12force 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.
Source: Xanathar’s Guide to Everything p. 168