Tenser’s Transformation: You’re a Fighter, Harry!
Usable By: Wizard
Spell Level: 6
School: Transmutation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M (a few hairs from a bull)
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.
Review by Sam West, Twitter: @CrierKobld
The marital/caster disparity in D&D 5e is a hot issue that always drums up controversy. My reviews make it pretty clear I definitely think that martial characters can struggle, especially in higher tier games when competing with their full-caster counterparts. Tenser’s Transformation is a testament to that struggle, as, for a single 6th level spell slot, your wizard can be contributing more than some barbarians and rangers can with weapon attacks. That is a real bummer.
If you are playing a wizard and want to smack stuff around from time to time, Tenser’s Transformation gives you a solid way to do that. So long as you have a decent Dexterity, making three attacks with short-swords around for up to 3d6+6d12 damage, all with advantage, is kind of nuts. If you don’t want to get in melee range, two longbow shots a round are putting out 2d8+4d12 at range, which is still exceptional. You could even aim for some Strength builds or grab a belt of giant’s strength to make these attacks with a greatsword; you can go basically with whatever weapons you want, and the outcome will be about as good if not a bit better than every 11th level martial character in the game.
The temporary HP is kind of whatever, but getting proficiency in Constitution saves adds a nice buffer to help keep your concentration up to keep styling on those dumb martials who didn’t realize 90% of their class fantasy fit nicely into a single 6th level spell slot. Losing access to spells is the only drawback here, but when your action is already getting spent doing better extra attacks, you probably aren’t too worried about it. Worst case scenario you get a few attacks in for some bonus damage and drop concentration when you need to cast something else.
I really hate that this spell exists; giving the martial feel to full-casters for a single 6th level spell slot can leave the actual martial characters wondering what the point of their build is. This isn’t going to outpace dedicated builds around Sharpshooter or Great Weapon Master; it will outpace some fighters, rangers, barbarians, rogues, and monks damage wise in melee combat at tables where optimization is second to narrative beats and thematic choices. If this sounds like your jam though and you want to shake up your average adventure by cosplaying as a fighter for 10 minutes, Tenser’s Transformation is the spell for you!
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