# 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](/3-Mechanics/CLI/actions.md#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](/3-Mechanics/CLI/conditions.md#Exhaustion). **Classes**: [Bard](/3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Wizard](/3-Mechanics/CLI/lists/list-spells-classes-wizard.md) *Source: Xanathar's Guide to Everything p. 168*