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 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.

Classes: Bard; Wizard

Source: Xanathar’s Guide to Everything p. 168