a small statuette of a warrior
Source: Spells That Don't Suck
You empower yourself with the physical prowess and battle knowledge of famous warriors. Until the spell ends, you can’t cast spells or concentrate on them, and you gain the following benefits:
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You gain 50 temporary hit points for the duration.
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You have advantage on all weapon attacks, and when you hit a target with a weapon attack, it takes an extra 2d12 force damage.
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You have proficiency in all armor, shields, simple weapons, martial weapons, and with 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, unless you already have a feature (such as Extra Attack) which gives you extra attacks.
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You can conjure and equip (as part of the action used to cast the spell) any armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature, but otherwise have the same properties as their nonmagical counterparts. The equipment vanishes when the spell ends.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You can end the spell as a bonus action.
About Martial Transformation
Martial Transformation is a Level 6 level spell from the school of Transmutation.
This spell has a casting time of action , and a range of Self . It has a duration of Instantaneous.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
School of Magic: Transmutation
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School of Magic: Transmutation
Transmutation spells change the properties of creatures, objects, or the environment.
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