Level
3rd
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

This spell creates an animated suit of armor. Select one full metal suit of nonmagical armor (breastplate, splint mail, full plate, etc.) within range that is in good condition. Over the course of an hour, magical runes are inscribed into a suit of metal armor, conjuring a spirit and binding it to the armor and allowing it to move on its own. The now animated armor has the statistics of an 'Animated Armor' (see dungeon masters guide) with some changes (See subcategory "Statistic Changes"). 

On each of your turns you may use a bonus action to mentally command any or all suits of armor under your control if they are within 60ft of you. During combat, any and all Animated Armors under your control act on your turn. You decide what action the armor will take and where it will move during the current turn, or you can issue a general command, such as to guard a particular chamber or corridor. Once given an order, the creature continues to follow it until its task is complete. If you issue no commands, the armor takes no actions other than moving to remain within 15ft of its creator. 

The armor remains under your command for 24hrs after which it falls incapacitated. Two suits of armor that have been created by casting this spell can be restored from this incapacitation or be repaired to full strength by spending 10 minutes per suit of armor tweaking the runes and expending one 3rd level spell slot. Additionally, the armor can be restored during any rest by expending spell slots, this heals the armor for 1d8 + spellcasting modifier for every expended spell slot level, however to repair the armor in this way you must know the mending cantrip.

If the armor is reduced to 0 hitpoints, the armor can be restored to 1 hitpoint by spending 1 minute casting mending on the target suit. If mending is not cast in this way within 10 minutes of the armor falling to 0 hitpoints the runes are irreparably damaged and the suit of armor cannot be animated using this spell again.

Statistic Changes:
- The armor class of the animated armor is that of whatever armor was used to create the animated armor. For example full plate would provide AC18, half plate would provide AC15

- Any disadvantage on stealth checks that wearing the armor would apply, applies to the animated armor
- The armor ignores any strength requirements for wearing armor
- The armor does not have multi-attack
- The armor's "Slam" attack does not have the reach property
- The armor may be equipped with a melee weapon assuming it does not have the "Special" property. If this is the case, change the damage dice, damage type, and reach of the "Slam" attack to match that of the corresponding weapon.
- The armor may be equipped with a shield if it has a weapon in only one hand, in which case its AC is increased by 2

Special Spell Interactions:
- If this spell is cast using "Glyph of Warding" the maximum number of Animated Armors that can be active at any given time is two times character level. The caster selects which armors activate from glyphs and all others are treated as though the glyph was not triggered for 24hrs.

- When casting this spell using "Glyph of Warding" the runic inscriptions on the inside of the armor hide the glyph and the runes themselves, granting the full benefits of the Animated Armor's "False Appearance" property.
- When cast using "Glyph of Warding" the armor can be imbued with a simple command so that it can take simple actions such as defending an area or vanquishing hostile creatures.
- If this spell is cast using "Glyph of Warding" Upon the completion of any command given and before the 24hr operation period of the armor expires the armor will return to its point of origin assuming it was not destroyed.
- Using the restore effect on an Animated Armor created through 'Glyph of warding' automatically restores the glyph, and allows the glyphs triggers to be altered.
- If this spell is cast using "Glyph of Warding" the animated armor naturally regenerates hitpoints at a rate of 4hp per 24hrs.

At Higher Levels:
When cast using a spell slot of 4th level or higher you may animate or recover one additional suit of armor in range for every spell level above 3rd.
Alternatively, when casting this spell at 5th level or higher the animated suit may be magical, having no more than one major magical property for every spell levels above 3rd. (For example, Mariners armor would be considered to have one major property, being a swim speed, and could be created using s 5th level spell slot.) Any negative traits that would apply to anyone wearing the armor are applied to the animated armor and do not count towards the count of major traits.

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2025 6:41:32 AM
2
0
1
Coming Soon
1/30/2025 6:46:10 AM
2
1
1.1
Coming Soon

Available For: Artificer (Legacy) Wizard

Sexy_Buttmuncher

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