Level
2nd
Casting Time
1 Action
Range/Area
60 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 2 nonmagical weapons within range that are not being worn or carried by another creature. Great weapons count as two weapons, you can not animate ranged weapons,. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As an action, you can mentally command any creature you made with this spell if the creature is within 300 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

weapon HP AC Str Dex Attack
Swords 20 10 6 18 +4 to hit, 1d6 + 4 slashing
Spear 25 10 6 16 +6 to hit, 1d6 + 2 piercing 
Mace 30 10 8 10 +5 to hit, 2d6 + 1 bludgeoning
Great Weapons  45 16 12 12 +6 to hit, 2d10 + 2 bludgeoning
Shields 60 18 18 6 +10 to hit, 1d4 + 2 bludgeoning

 

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 an attack with an attack bonus and damage type determined by its form. 

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can animate two additional weapons for each slot level above 2nd.

Spell Tags: Creation Damage

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

SPARTANWOLFF

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