Level
6th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Creation (...)

Weapons come to life at your command. Choose up to ten nonmagical weapons within range that are or are not being worn or carried. Martial weapons count as three objects. You can't animate any weapon larger than martial. Each weapon 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
Simple 25 18 6 16 +6 to hit, weapon cast on +4 damage 
Martial 30 18 10 18 +8 to hit, weapon cast on +6 damage
           

Every other stat is 5 except for con is 12. If you command an object to attack, it can make a single melee attack against a creature within rage of weapon  feet of it. It makes a melee (or raged depending on form) weapon  attack with an attack bonus. 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 Tags: Creation Damage

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Forge Domain

1d8

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