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control multiple creatures, you can com m and any or all are 3, and its Charisma is 1. Its speed is 30 feet; if the
of them at the sam e time, issuing the sam e com m and to object lacks legs or other appendages it can use for
each one). You decide what action the creature will take locom otion, it instead has a flying speed of 30 feet and
and where it w ill move during its next turn, or you can can hover. If the object is securely attached to a surface
issue a general com m and, such as to guard a particular or a larger object, such as a chain bolted to a wall, its
cham ber or corridor. If you issue no com m ands, the speed is 0. It has blindsight with a radius of 30 feet and
creature only defends itself against hostile creatures. is blind beyond that distance. W hen the animated object
Once given an order, the creature continues to follow it drops to 0 hit points, it reverts to its original object
until its task is complete. form, and any remaining damage carries over to its
The creature is under your control for 24 hours, original object form.
after which it stops obeying any com m and you’ve given If you com m and an object to attack, it can make a
it. To maintain control of the creature for another single melee attack against a creature within 5 feet
24 hours, you must cast this spell on the creature of it. It makes a slam attack with an attack bonus and
again before the current 24-hour period ends. This bludgeoning damage determined by its size. The DM
use o f the spell reasserts your control over up to four might rule that a specific object inflicts slashing or
creatures you have animated with this spell, rather than piercing damage based on its form.
animating a new one. At Higher Levels. If you cast this spell using a
A t Higher Levels. W hen you cast this spell using a spell slot of 6th level or higher, you can animate two
spell slot of 4th level or higher, you animate or reassert additional objects for each slot level above 5th.
control over two additional undead creatures for each
slot level above 3rd. Each of the creatures must com e A n t i l i f e S h e l l
from a different corpse or pile of bones. 5th-level abjuration
Casting Time: 1 action
A n i m a t e O b j e c t s
Range: Self (10-foot radius)
5th-level transmutation
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 120 feet
A shim mering barrier extends out from you in a 10-foot
Components: V, S
radius and m oves with you, remaining centered on
Duration: Concentration, up to 1 minute
you and hedging out creatures other than undead and
Objects com e to life at your com m and. Choose up to constructs. The barrier lasts for the duration.
ten nonm agical objects within range that are not being The barrier prevents an affected creature from
worn or carried. Medium targets count as two objects, passing or reaching through. An affected creature
Large targets count as four objects, Huge targets can cast spells or make attacks with ranged or reach
count as eight objects. You can’t animate any object w eapons through the barrier.
larger than Huge. Each target animates and becom es a If you move so that an affected creature is forced to
creature under your control until the spell ends or until pass through the barrier, the spell ends.
reduced to 0 hit points.
As a bonus action, you can mentally com m and any A n t i m a g i c F i e l d
creature you made with this spell if the creature is 8 th-level abjuration
within 500 feet of you (if you control multiple creatures, Casting Time: 1 action
you can com m and any or all of them at the same time, Range: Self (10-foot-radius sphere)
issuing the same com m and to each one). You decide Components: V, S, M (a pinch of powdered iron or
what action the creature w ill take and where it will iron filings)
move during its next turn, or you can issue a general Duration: Concentration, up to 1 hour
com m and, such as to guard a particular cham ber or
A 10-foot-radius invisible sphere of antimagic surrounds
corridor. If you issue no com m ands, the creature only
you. This area is divorced from the magical energy that
defends itself against hostile creatures. Once given
suffuses the multiverse. Within the sphere, spells can’t
an order, the creature continues to follow it until its
be cast, sum m oned creatures disappear, and even m agic
task is complete.
items becom e mundane. Until the spell ends, the sphere
m oves with you, centered on you.
A n i m a t e d O b j e c t S t a t i s t i c s
Spells and other magical effects, except those created
Size HP AC Attack Str Dex
by an artifact or a deity, are suppressed in the sphere
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
and can’t protrude into it. A slot expended to cast
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 a suppressed spell is consum ed. W hile an effect is
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 suppressed, it doesn’t function, but the time it spends
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 suppressed counts against its duration.
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 Targeted Effects. Spells and other magical effects,
such as magic missile and charm person, that target
An animated object is a construct with AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and Dexterity determined by its size. on that target.
Its Constitution is 10 and its Intelligence and W isdom

