Animate Objects
- Level: 5
- School: Transmutation
- Class: Bard, Sorcerer, Wizard
- Casting Time: Action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
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. If you use a 6th-level spell slot, you can animate two additional objects. If you use a 7th-level spell slot, you can animate three additional objects. If you use an 8th-level spell slot, you can animate four additional objects. If you use a 9th-level spell slot, you can animate five additional objects.
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Huge or Smaller Construct, Unaligned
AC 15 HP 10 (Medium or smaller), 20 (Large), 40 (Huge) Speed 30 ft .
| MOD SAVE | MOD SAVE | MOD SAVE | |||||
|---|---|---|---|---|---|---|---|
| Str 16 | +3 | +3 | Dex 10 | +0 | +0 | Con 10 | +0 |
| Int 3 | -4 | -4 | Wis 3 | -4 | -4 | CHA 1 | -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)
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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).
Tactical Usage
When to Choose Animate Objects:
- Excellent for turning battlefield debris into allies
- Strong choice when outnumbered and needing additional actions
- Valuable for creating temporary barriers and obstacles
- Ideal for utilizing abundant small objects as swarm attackers
Object Selection Strategy:
- Tiny Objects: Coins, caltrops, daggers for swarm tactics
- Small Objects: Chairs, shields, hand weapons for balanced approach
- Medium Objects: Tables, armor stands for defensive barriers
- Large Objects: Statues, wagons for heavy assault
Concentration Management:
- Requires concentration, limiting other magical options
- Consider positioning to maintain concentration
- Plan backup strategies if concentration breaks
- Use cover and defensive positioning
Spell Combinations
Synergistic Spells:
- Web: Restrain enemies while objects attack freely
- Wall of Force: Protect concentration while objects work
- Misty Step: Maintain range while repositioning
- Shield: Defend concentration against attacks
Multi-Round Strategies:
- Cast from cover to protect concentration
- Use objects for battlefield control and positioning
- Combine with area denial spells for crowd control
- Layer defenses to protect the spell's duration
Material Component Details
No Material Components:
- Advantage: Can use whatever objects are available
- Environmental Dependency: Requires suitable objects in area
- Improvisation: Encourages creative use of surroundings
- Focus Integration: Works with any spellcasting focus
Roleplay Opportunities:
- Describe objects coming to life dramatically
- Detail the mechanical movements of animated items
- Use animation for comedic or terrifying effects
- Emphasize the surreal nature of living furniture
Creator Notes
Adjudication Guidance:
- Objects retain their material properties and limitations
- Can't animate objects worn or carried by creatures
- Objects move and attack according to their size category
- Spell ends if caster loses concentration or dies
Encounter Design Considerations:
- Environment becomes crucial factor in spell effectiveness
- Creates opportunities for creative battlefield scenarios
- NPCs can use this for dramatic workshop or treasury battles
- Consider object availability in different environments
Balancing Notes:
- 5th-level slot cost appropriate for multiple autonomous attackers
- Concentration requirement prevents stacking with other major spells
- Object limitation encourages environmental awareness
- Duration provides significant tactical advantage
Environmental Interactions
Object Availability:
- Urban environments rich in potential objects
- Dungeons may have furniture, weapons, and decorations
- Wilderness areas provide fewer but natural options
- Consider object materials and construction quality
Tactical Implications:
- Animated objects can manipulate their environment
- Can open doors, operate simple mechanisms
- Able to provide cover or create barriers
- May trigger traps or environmental hazards
Physical Limitations:
- Objects can't exceed their normal physical capabilities
- Animated furniture still affected by material constraints
- Can't perform actions requiring fine manipulation
- Movement speed based on object type and size
Common Rulings & Clarifications
Frequently Asked Questions:
Q: Can I animate magical objects? A: Generally yes, but they lose their magical properties while animated.
Q: What happens if an animated object is destroyed? A: It reverts to being a normal broken object and can't be reanimated.
Q: Can animated objects speak or understand complex commands? A: No, they follow simple mental commands but have no intelligence.
Q: Can I animate part of a larger structure? A: Only discrete objects, not portions of buildings or large structures.
Alternative Applications
Non-Combat Uses:
- Labor Assistance: Animated tools for construction or crafting
- Transportation: Animated carts or sleds for carrying cargo
- Entertainment: Animated instruments or toys for performances
- Security: Animated guardians for protecting valuable areas
Creative Problem-Solving:
- Animate keys to unlock doors from inside
- Use animated ropes for climbing assistance
- Animate shields to provide mobile cover
- Create distractions with animated objects
Related Spells
Animation Magic:
- Animate Dead: Undead minion creation
- Find Familiar: Permanent magical companion
- Spiritual Weapon: Animated magical weapon
- Unseen Servant: Invisible animated helper
Object Manipulation:
- Telekinesis: Direct object control magic
- Mage Hand: Simple object manipulation
- Move Earth: Large-scale environmental manipulation
- Fabricate: Transform materials into objects
5th-Level Alternatives:
- Fireball: High-damage area effect (actually 3rd level, but comparable impact)
- Wall of Force: Absolute battlefield control
- Cone of Cold: Large area damage
- Hold Monster: Single-target control
Scaling Analysis
Level Progression:
- Early Access (Level 9): 10 small objects provide significant action economy
- Mid Game (Levels 11-15): Tactical flexibility with larger object selection
- Late Game (Levels 17+): Massive object armies for overwhelming force
Scaling Efficiency:
- 5th Level: 10 objects with considerable tactical impact
- 6th Level: 12 objects - modest improvement
- 7th Level: 13 objects - continued scaling
- 9th Level: 15 objects - small army potential
Long-Term Viability:
- Remains tactically relevant throughout progression
- Environmental awareness becomes more important
- Concentration becomes more costly at higher levels
- Creative applications expand with experience
Narrative Flavor
Extended Description: With gestures that seem to breathe life into the inanimate world around you, you speak words of awakening that resonate with the fundamental forces of motion and purpose. Suddenly, the ordinary objects nearby begin to stir and shift, as if remembering some ancient duty to serve. Tables scrape across floors, weapons float through the air with deadly intent, and even simple household items gain a spark of animated purpose, all moving in perfect coordination as extensions of your will.
Sensory Details:
- Visual: Objects moving with unnatural but purposeful motion
- Auditory: Scraping, clattering, and mechanical sounds of movement
- Magical: Sense of temporary life force flowing into inanimate matter
- Surreal: Reality-bending sight of furniture and tools moving independently
Cultural Context: This spell represents the transmuter's mastery over the boundaries between living and non-living matter. In some cultures, animating objects is seen as giving temporary souls to things, while others view it as mechanical manipulation. The spell often evokes childhood wonder at toys coming to life, but also primal fear of the familiar becoming alien and potentially threatening.