> **School:** Transmutation > **Casting Time:** 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 STR and CON 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 CON saving throw or suffer one level of [[exhaustion]]. **Classes:** #Wizard