ANIMATE OBJECTS

Transmutation Level 5

STANDARD

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.

Once given an order, the creature continues to follow it until its task is complete.

SizeHPACAttackStrDex
Tiny2018+8 to hit, 1d4 + 4 damage418
Small2516+6 to hit, 1d8 + 2 damage614
Medium4013+5 to hit, 2d6 + 1 damage1012
Large5010+6 to hit, 2d10 + 2 damage1410
Huge8010+8 to hit, 2d12 + 4 damage186

An animated object is a construct witd AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Spell Variants & Exotic Components – level 5
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SPELL VARIANT #1

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration, up to 1 minute

This spell variant works as the standard version, but it is employed to animate carried, worn or wielded objects. The object’s size is considered the same as that of the creature carrying, wearing or yielding the object for the purpose of calculating how many objects the spell can animate. The creature holding the object must make a successful Dexterity or Strength saving throw (DM’s discretion) to resist the spell.

Weapons. Are usually considered tiny objects, or two size smaller than the creature standards. Animated weapons attack using the spellcaster’s attack value and deal damage according to their standard damage as described in the Player’s Handbook.

Armors. Are usually considered tiny objects, or two size smaller than the creature standards. Animate armors may attempt to hinder the target’s movement and reduce its armor class. An armor usually unwear itself from the target in no more than 1d4 rounds and then it is ready to attack. Nothing prevent the spellcaster from producing other effects.

Equipment. Items of this category are usually considered tiny, or smaller, objects. Assign such objects the following statistics: Hp 10; AC 20; Attack +10; 1d4 damage; Str 2; Dex 20. This kind of objects may produce effects that go beyond the standard attack and damage routine. A hat may close itself around the head of the target and blind it. Gauntlets may prevent the target from using its fingers. A backpack may hinder the target’s arm, and the objects inside it may be ejected and animated as well.

SPELL VARIANT #2

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.

Once given an order, the creature continues to follow it until its task is complete.

SizeHPACAttackStrDex
Tiny2419+9 to hit, 1d4 + 4 damage519
Small3017+7 to hit, 1d8 + 2 damage715
Medium4814+6 to hit, 2d6 + 1 damage1113
Large6011+7 to hit, 2d10 + 2 damage1511
Huge9611+9 to hit, 2d12 + 4 damage197

An animated object is a construct witd AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Components. Flask of Mimic‘s essence.

SPELL VARIANT #3

Casting Time 1 action
Range 120 feet
Components V, S, M
Duration Up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

SizeHPACAttackStrDex
Tiny2018+8 to hit, 1d4 + 4 damage418
Small2516+6 to hit, 1d8 + 2 damage614
Medium4013+5 to hit, 2d6 + 1 damage1012
Large5010+6 to hit, 2d10 + 2 damage1410
Huge8010+8 to hit, 2d12 + 4 damage186

An animated object is a construct witd AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Components. Figurine of Wondrous Power (not consumed; the magical item will not work for 24 hours).