Animate Objects

5th-Level Transmutation
Casting Time: 1 action or 8 hours
Range: 120 feet
Components: VS
Duration: Varies, (C) 1 minute or until dispelled

Objects come to life at your command. There are two possible uses for the spell, granting either immediate or long-term benefits.
Attack. If you cast this spell using 1 Action, you can animate objects within range that are not being worn or carried, and command them to attack. As a Bonus Action you can mentally command the objects you have animated if the objects are within 500 feet of you. When you animate the objects, you choose one of three options, depending on the nature of the objects you animate.
  • Swarm of Objects. A Medium swarm of 10 small or tiny objects begins to swirl in an unoccupied space of your choice within range. The swarm can be moved 30 feet in any direction when you command it, as it hovers through the air. As part of the same Bonus Action, you can force one creature the swarm passes through or a creature that occupies the space the swarm ended its movement on to make a Dexterity saving throw. If the swarm passed through the space of the creature, on a failure, the creature takes half Xd4 + your spellcasting modifier bludgeoning, piercing, or slashing damage (depending on the nature of the objects), or half as much damage on a success. If the swarm ended its turn on the same space as the creature it takes Xd4 + your spellcasting modifier damage, or half as much damage on a success. X equals the number of objects that are still active. A creature can make an attack roll against an 18 AC to attempt to hit one of the objects in the swarm, sending it clattering to the ground where it is released from the spell on a successful hit and reducing the damage of the object swarm. If the attack is a Flourish, two objects are instead struck, and if the attack is a Critical Hit, three objects are instead struck. If a creature ends its turn in the same space as the swarm, it is subject to a Dexterity saving throw as if the swarm had ended on its space. The swarm counters as difficult terrain and provides partial cover against ranged attacks that pass through it. When all objects are disenchanted, the spell ends.
  • Catapulted Objects. Six small or tiny objects hover around your space. They float in the air and orbit you for the spell's duration. When you command the objects with a Bonus Action, you can send up to three of the objects streaking toward a creature within 120 feet of you. Make a ranged or melee spell attack against the creature. On a hit, the creature takes Xd10 + your spellcasting modifier bludgeoning, piercing, or slashing damage (depending on the nature of the objects), before shooting back to its place at your side. X equals the number of objects hurled. If the ranged spell attack misses, one of the objects slams into the ground and is no longer enchanted by the spell. As long as you have at least one object in your orbit, enemies cannot make attacks of opportunity against you, as the object buffers you against their attacks. If an enemy makes a melee attack against you, you can also use your Reaction to make a melee spell attack against them with one of the objects. The attack deals 1d10 + your spellcasting modifier bludgeoning, piercing, or slashing damage (depending on the nature of the objects) on a hit, or falls to the ground, disenchanted, on a miss.
  • Object Guardian. A Medium, Large, or Huge object animates into a construct creature with 13 AC, 120 hit points, 18 Strength, 10 Constitution, 6 Dexterity, 3 Wisdom, 1 Intelligence, and 1 Charisma. It has a speed of 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. When commanded with a Bonus Action, you can mentally issue an order to the creature, and the creature then acts at the end of your turn. You decide what action the creature will take and where it will move, or you can issue a general command, such as to guard a particular chamber or corridor. If you command the object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with a +8 attack bonus, and deals 4d10 bludgeoning, piercing, or slashing damage (depending on the nature of the object). 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.
Enchant. If you cast this spell over 8 hours, you permanently imbue a Medium or smaller object with a magical enchantment. As a Bonus Action, you can command the object to complete a simple, mundane task within the capabilities of the object, such as sweep the floor, or move another heavy object, but the object cannot take any hostile action. The object cannot perform any task that would require skilled labor. The object continues to follow the command until it is complete, at which point it returns to a location of your choice and falls inactive until commanded again.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can increase the number of objects in the swarm by 4, increase the number of catapulted objects by 2, or increase the hit points of the object guardian by 10 for each slot level above 5th. The size of the object you can permanently enchant using the 8 hour cast increases to Large with a 6th or 7th level spell slot, or Huge with an 8th or 9th level spell slot.

Source: PHB 213, SRD

Changelog