You choose a martial weapon and imbue it with magic, animating it. The weapon becomes loyal to you, cannot betray you, and understands all languages you speak. Each animated weapon uses its own stat block (listed elsewhere). An animated weapon can fly, appear to be an ordinary nonmagical weapon while motionless, and communicate with you telepathically within 60 feet. It acts on your initiative, immediately after your turn.
You may control only one temporary animated weapon at a time. You may create permanent animated weapons (described below), and you can control a number of permanent animated weapons equal to your proficiency bonus. If you animate a weapon you cannot control, it becomes inert and functions as a mundane weapon unless you later claim it when you have an available slot or bind it as a stationary guardian.
You may animate a magical weapon, but only if its enchantment is a simple +1, +2, or +3 enhancement bonus, unless your DM rules otherwise. If a magical weapon is animated, its creation costs should scale appropriately. A mithril animated weapon gains one additional attack. An adamantine animated weapon gains 15 hit points, deals +2 damage on hit, and retains the normal benefits of adamantine weapons.
Temporary Animation Ritual
To animate a weapon, you select a martial weapon, the gemstone associated with that weapon type (listed below), and a crushed ruby. During the ritual, you embed the gemstone into the weapon and consecrate it with the ruby, calling forth a minor spirit from a realm or plane of your choice to inhabit it. The weapon remains animated and under your control for 24 hours unless you re-cast the ritual.
To re-cast the ritual, you must provide another crushed ruby and perform the ritual using the already animated weapon. No new weapons or gemstones are required. If you do not re-cast the ritual within 24 hours, the weapon becomes free-willed and may attack any creature it sees or remain inert indefinitely.
Permanent Animation Ritual
You may make any animated weapon permanent. You may perform this ritual as many times as you like, but you can control only a number of permanent animated weapons equal to your proficiency bonus.
To make an animated weapon permanent, you must provide:
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A silver ring worth at least 500 gp
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A gold bar worth 5,000 gp
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Gemstones worth 1,000 gp, plus an additional 1,000 gp for each +1 enhancement the weapon possesses
The silver ring becomes a command ring, and you must wear it to control the weapon. If the weapon is acting as a guardian, the ring must remain within 30 feet of it or it becomes inert until brought back.
During the ritual, the gold bar is melted and poured over the weapon. This may alter its appearance at your discretion. The gemstones are consumed. The ritual takes ten hours.
If the weapon is mithril, you must also provide a vial of quicksilver and an additional 2,000 gp in gemstones.
If the weapon is adamantine, you must sacrifice an adamantine bar worth 2,000 gp and provide an additional 4,000 gp in gemstones.
Guardian Binding
To assign an animated weapon as a guardian, the binding ritual must be completed within 10 feet of the binding item. The binding item must be a piece of furniture capable of openly holding the command ring, such as a pedestal or table. After the ritual, the ring is placed on the binding item, and you position the weapon anywhere within 30 feet of it. Once placed, the weapon cannot receive additional commands.
A guarding weapon is restricted in movement. It cannot leave the room in which it is placed. If the room is larger than a 60-foot square, or if the weapon is outdoors or in any unenclosed space, it is instead restricted to a 60-foot-by-60-foot area centered on its placement. If a hostile creature leaves this area, the weapon cannot pursue it.
A guarding weapon may operate in one of four modes:
Hostile Mode: Attacks all creatures except the caster.
Selective Hostile Mode: Attacks all creatures except the caster and preapproved creatures.
Threat Response Mode: Attacks only creatures displaying violent intent toward the caster or preapproved creatures.
Object Guard Mode: Guards a designated object or location and attacks any creature attempting to interact with or pass it, except the caster or preapproved creatures.
To preapprove a creature, you must either apply a drop of that creature’s blood to the weapon during the ritual or have the creature present during the ritual.
Gem Requirements for Animation
Different weapon types require different gemstones to anchor the spirit:
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Swords: Diamonds
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Hammers and Bludgeoning Weapons: Sapphires
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Glaives and Halberds: Emeralds
Most weapons have unique stat blocks available on my page. If a weapon has no listed stat block, or if a player wishes to create a unique animated weapon, they should discuss appropriate options with the DM.
* - (A martial weapon, a gemstone worth at least 500 gp that corresponds to the weapon’s type, and a crushed ruby worth a minimum of 50 gp, which is consumed by the spell.)
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