Tenser’s Transformation grants, among other things, proficiency with all armor. I’m somewhat confused on how useful that’s, though, as long as stepping into medium armor takes 5 minutes, which is half the spell’s duration, and stepping into heavy armor takes the whole spell’s duration. you cannot don it before since if you lack proficiency with it, you cannot cast spells.
Tenser’s Transformation 5e
- 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 subsequent benefits:
- You gain 50 temporary hit points. If any of those remain when the spell ends, they’re lost.
- you’ve got a plus in attack rolls that you simply make with simple and martial weapons.
- once you hit a target with a weapon attack, that focus on takes an additional 2d12 force
damage.
- you’ve got proficiency with all armor, shields, simple weapons, and martial weapons.
- you’ve got proficiency in Strength and Constitution saving throws.
- you’ll attack twice, rather than once, once you take the Attack action on your turn. You ignore this benefit if you have already got a feature, like Extra Attack, that provides you additional attacks.
Immediately after the spell ends, you want to succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
It’s not an oversight, precisely, it’s just another poor translation from earlier editions. (Which also had magic armor that would be teleported onto you making the spell more popular) it had been never an excellent spell though, a wizard deciding to combine it up within the melee and losing spell casting are all from previous editions also. the simplest / worst use of it had been because self spells could reach familiars, turning it into a tank that you simply could have armored.
You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes in order that you relish combat and you cannot cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may offer you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, even as if the spells were not on your honours list .
- +4 Alchemical bonus to Strength, Dexterity, and Constitution
- Proficiency with all simple and martial weapons
- BAB adequate to your character level
- 2 Penalty to Spell DCs
- 2 Rolls to Bypass Spell Resistance
- Double spell cooldowns
It causes the caster to become a virtual fighting machine – stronger, tougher, faster, and more skilled in combat. You gain a +4 Alchemical bonus to Strength, Dexterity, and Constitution, a +6 Alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, doubling the cooldown of your spells and leading to a -2 penalty to all or any spell DCs and a -2 to your rolls to bypass enemy Spell Resistance.