Page 116 - D&D 5e - SRD
P. 116
a zombie if you chose a corpse (the GM has the particular chamber or corridor. If you issue no
creature’s game statistics). commands, the creature only defends itself against
On each of your turns, you can use a bonus action hostile creatures. Once given an order, the creature
to mentally command any creature you made with continues to follow it until its task is complete.
this spell if the creature is within 60 feet of you (if
you control multiple creatures, you can command Animated Object Statistics
any or all of them at the same time, issuing the same Size HP AC Attack Str Dex
command to each one). You decide what action the Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
creature will take and where it will move during its Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
next turn, or you can issue a general command, such Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
as to guard a particular chamber or corridor. If you Large 50 10 +6 to hit, 2d10 + 2 14 10
issue no commands, the creature only defends itself damage
against hostile creatures. Once given an order, the Huge 80 10 +8 to hit, 2d12 + 4 18 6
damage
creature continues to follow it until its task is
complete.
The creature is under your control for 24 hours, An animated object is a construct with AC, hit
points, attacks, Strength, and Dexterity determined
after which it stops obeying any command you’ve by its size. Its Constitution is 10 and its Intelligence
given it. To maintain control of the creature for
another 24 hours, you must cast this spell on the and Wisdom are 3, and its Charisma is 1. Its speed is
30 feet; if the object lacks legs or other appendages it
creature again before the current 24- hour period can use for locomotion, it instead has a flying speed
ends. This use of the spell reasserts your control of 30 feet and can hover. If the object is securely
over up to four creatures you have animated with
this spell, rather than animating a new one. attached to a surface or a larger object, such as a
chain bolted to a wall, its speed is 0. It has blindsight
At Higher Levels. When you cast this spell using a with a radius of 30 feet and is blind beyond that
spell slot of 4th level or higher, you animate or
reassert control over two additional undead distance. When the animated object drops to 0 hit
points, it reverts to its original object form, and any
creatures for each slot level above 3rd. Each of the remaining damage carries over to its original object
creatures must come from a different corpse or pile form.
of bones.
If you command an object to attack, it can make a
Animate Objects single melee attack against a creature within 5 feet
5th- level transmutation of it. It makes a slam attack with an attack bonus and
bludgeoning damage determined by its size. The GM
Casting Time: 1 action might rule that a specific object inflicts slashing or
Range: 120 feet piercing damage based on its form.
Components: V, S At Higher Levels. If you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.
Objects come to life at your command. Choose up to
ten nonmagical objects within range that are not Antilife Shell
being worn or carried. Medium targets count as two 5th- level abjuration
objects, Large targets count as four objects, Huge
targets count as eight objects. You can’t animate any Casting Time: 1 action
object larger than Huge. Each target animates and Range: Self (10- foot radius)
becomes a creature under your control until the Components: V, S
spell ends or until reduced to 0 hit points. Duration: Concentration, up to 1 hour
As a bonus action, you can mentally command any A shimmering barrier extends out from you in a 10-
creature you made with this spell if the creature is
within 500 feet of you (if you control multiple foot radius and moves with you, remaining centered
creatures, you can command any or all of them at the on you and hedging out creatures other than undead
and constructs. The barrier lasts for the duration.
same time, issuing the same command to each one). The barrier prevents an affected creature from
You decide what action the creature will take and
where it will move during its next turn, or you can passing or reaching through. An affected creature
can cast spells or make attacks with ranged or reach
issue a general command, such as to guard a
weapons through the barrier.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 116

