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.
Animated Object Statistics
Size | HP | AC | Str | Dex | Attack |
---|---|---|---|---|---|
Tiny | 20 | 18 | 4 | 18 | +8 to hit, 1d4 + 4 damage |
Small | 25 | 16 | 6 | 14 | +6 to hit, 1d8 + 2 damage |
Medium | 40 | 13 | 10 | 12 | +5 to hit, 2d6 + 1 damage |
Large | 50 | 10 | 14 | 10 | +6 to hit, 2d10 + 2 damage |
Huge | 80 | 10 | 18 | 6 | +8 to hit, 2d12 + 4 damage |
An animated object is a construct with 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 GM 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.
Imagine an artificer animating their bullets that will just rip apart an enemy from the inside
Now with Tasha's, I'm wondering if/how this spell interacts with the Crusher/Slasher/Piercer Feats. Thoughts?
Edit: Now that I've re-read the feats, they say "when you hit a creature with an attack " and this spell says "it can make a single melee attack against a creature"... so probably no dice here. :(
10 dead halflings
A thought:
How would ye feel if thia had a Higher Levels for targeting bigger and/or more objects? Thoughts?
You mean this?
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.
Could I say..... animate a carpet? Then fly with it?
You could, but a DM could also say that the carpet can move like an inchworm and thus only have a walking speed.
I would say yes, since the spell says that if it lacks the appendages to move like a normal creature, it has a fly speed of 30 ft. Granted, that's no faster than the average character's walking speed, and you can only concentrate on this spell for 1 minute... not going too far on that.
Forge domain: Animate Objects + Meld into Stone = gundam
Check out drewmighty’s submission below
Source: https://www.reddit.com/r/3d6/comments/lu8qvr/abjuration_wizard_tank_ideas/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
I would pedantically say 30 feet if it also uses its action to move, since its a creature carrying another creature and would have half movement. But, since magic carpets are supposed to be very rare, I would not want it easily recreated. So I would probably add a strength check if you wanted to carry more than 1 person. That way if its a trap, obstacle or escaping from a big bad there is at least a little fun and a chance for failure. Also it would mean that the caster would have to make a choice on how many people they would want to save with the carpet or risk moving slower. Perfectly safe for them, and increasingly harder based on the number of people.
Something like: A carpet counts as a large creature. The carpet would need to a strength check of 10 base and a +1 for each additional small or tiny and +2 for each additional medium sized or larger creature. On failure it only moves 15 feet per round.
Treguna Mekoides Tracorum Satis Dee Substitutiary Locomation
This spell always reminded me of Bedknobs and Broomstick
Does this mean that you can 'summon' 20 tiny animated objects with this spell or 10 small animated objects or only 10 of either of these two sizes?
The spell description actually says: "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." Grapple and Shove are both actions, so yes.
The chart in the spell description gives strength scores needed for the opposed check used during those action. Personally, as a DM, I would rule that the object must have the physical ability to grapple in order to make a contested roll. Example: An animated wine barrel can attempt the shove action using its strength score, but will automatically fail a grapple, since it has no way to grab onto a target. Since the spell description also says: "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." I would say this means the spell doesn't have the ability to create arms and legs (hands and feet) where there were none before. But if you animate something with limbs, like a tree, it can definitely roll a grapple check.
Maybe describe how the grapple is happening and have the DM rule. Maybe the wine barrel was empty and open at one end and it is attempting the grapple by dropping over the monsters head? Ultimately, there are definitely options beyond attack! Use them and have more fun!
does the shatterspike from sunless citadel work against these?
This spell may be the key for a Transmuter to achieve immortality. OK hear me out ... at 14th Level a Transmutation Wizard can create a Transmuter Stone capable of raising the dead and maintaining youth. Of course, you can't use Raise Dead on yourself because you'll be too dead to use the stone. HOWEVER, moments before your untimely death (perhaps a stabbing, a fall, old age etc) you cast Animate Objects on your trusty prepared Transmuter Stone and order it to cast Raise Dead on yourself after you die. Nothing in the details specify that upon your death, the animated objects cease to function, "once given an order, the creature continues to follow it until its task is complete". This may require some consulting with the DM, but you can periodically use the stone to reclaim your youth, then use this spell to save you from death. TA-DA!!! TRANSMUTATION IMMORTALITY!!!
Good idea, but this spell requires concentration (it has the "C" symbol next to its duration). And as the famous "Captain obvious" would point out, you can't maintain your concentration once you're dead.
cool concept, but i could see a DM ruling that the Transmuter stone is magical
Plus you'd break concentration meaning it would cease to function at point of death
It'd be nice to know the Challenge Rating of these animated objects, in the event of the players just fighting one spell slot's worth of them.
If you cast this on 10 tiny shards or spikes and have the piercer feat there is a potential to crit and deal a maximum of 160 piercing damage. If you use 10 small objects then the total becomes 260 piercing damage.