Arcane Transformation

5th Edition
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast Spells or manifest psionics Powers, 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 two levels of Exhaustion. On a success, you only take one level of Exhaustion.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Good Article
2nd Edition
School
Alteration
Level
ANSWER
Range
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Save
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Duration
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Components
V, S, M (A few hairs from a bull)
AoE
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Casting Time

 
5th Edition
School
Alteration
Level
Wizard 6
Casting Time
1 Action
Range
Self
Components
V, S, M (A few hairs from a bull)
Duration
Concentration, Up to 10 Minutes

 
Pathfinder 2e
School
Alteration
Tags
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Traditions
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Cast
Range
Self
Defense
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