Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a Bonus Action to 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 of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
Animated Object
Huge or Smaller Construct, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 10 | +0 | +0 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 3 | −4 | −4 |
WIS | 3 | −4 | −4 |
CHA | 1 | −5 | −5 |
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft., Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
I'm confused as to why the animated object deals force damage.
So sad to see these changes. What a let down! Previously, I was able to maximize number of attacks with 10 Tiny objects, AC18, with flying ability, each doing d4+4 force damage, +8 to hit, stacking up to 4 tiny objects per hex (10d4+40). Now, with a 20 INT, 5 objects (small to medium with no stacking) without flying ability, AC15, +5 to hit, doing d4+3 force damage (5d4+15).
A huge nerf, but at least it's not a total letdown like Conjure Animals.
this maybe a nerf to the spell but i like this one better as its more in line and the average DPR is roughly the same and doesnt bog down combat
Scenario, a creature is pinned down with ropes which are attached to wooden stakes in the ground.
Can Animate Objects remove the Stakes from the ground? Or the can the rope be ordered to untie itself from the stakes?
I'm guessing its two reasons:
1. The object's movements are powered by magical force
2. In the game mechanics, resistance to bludgeoning, piercing, and slashing damage is more common than resistance to force damage
Personally, I don't really like that. I tend to think they should do B/P/S damage.
I don't understand why people use the word "nerf" in such a negative way..
The previous version WAS BROKEN. As clearly shown by posts below. This balances the spell and normalizes it in a very good way. There are very few serious DM's who would actually let you throw out 10 coins, and cast this to kill dragons. This isn't a video game.
Kudos to them for all their hard work at making a great game better. Quit whining about the OP things you had, and instead enjoy the usefulness and RP value of THIS spell.. the way it should have been from the start.
At first, I thought that this spell's nerf was disappointing because it is much weaker than the original. When you get it at level 9, it is an huge nerf! You only get to control 4 objects, they can only walk and not fly, have less health, and does less damage than the original's tiny object damage. The only noticeable buff at this stage is the fact that the attack bonus for the object would be likely higher that +8 for all object sizes with you spellcasting mod + PB being around +4/+5 and +4 at this point. This at least makes animating Large and Huge objects better than the original (though Large objects are weaker here than the original). The real buff, however, comes when you increase the level of your spell slots.
Each object's force damage is increased by a die per spell level. This makes the spell a bit more worth it as it gives you Huge objects that have a +9 to hit and can deal 3d12+8 force damage per object. While it doesn't have the numbers that the original spell has with its flying Tiny object, animated objects cast at 6th level hit more often and packed more of a punch. I can see this spell used mostly on Huge objects so to deal massive damage to monster targets or even objects like doors or walls.
Sad to see the fantasy of controlling numerous floating swords in battle with magic get reduced to the equivalent of Mickey Mouse's Sorcerer's Apprentice magic brooms/mops.