Source: Xanathar's Guide to Everything
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:
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You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
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You have advantage on attack rolls that you make with simple and martial weapons.
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When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
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You have proficiency with all armor, shields, simple weapons, and martial weapons.
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You have proficiency in Strength and Constitution saving throws.
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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.
Spell Lists.
Wizard