D&D (2024) Animate Objects

mellored

Legend
So maybe Animate Objects would create a Zone that could crush, entangle, or damage enemies. As a Utility Ritual, it could be used to create scenes from Beauty and the Beast.
That's going to be a really big spell, but...


Casting time: 1 action
Duration: concentration, up to 1 hour.

You animate unattended tiny and small nearby objects within 60' of you, which gather into a swarm. Depending on the objects, it gains a either Pushing (chairs, rocks, maces), Binding (chains, whips, vines), or Damage (daggers, forks, splinters), which determines the creature’s bonus attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Size: medium swarm. Increasing to large swarm at spell level 7, and huge swarm at spell level 9.
AC: 10+ your spell casting modifier
HP: 10* your spell level
Fly: 30'
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough the largest object. The swarm can't regain hit points or gain temporary hit points.

Damage Resistance: Bludgeoning, Piercing, Slashing
Blindsight 10

Action:
Each creature within the swarms space takes 5d6+1d6 per spell level beyond 6th. The damage type is determined by the objects.

Bonus action:
Pushing: When you move, any creature who's is completely inside the swarm is moved along with you.
Binding: target creature in your space is Grappled. If you already had them Grappled, they become restrained.
Damage: each creature within 5' of the swarm takes 5d4+ 1d4 per spell level beyond 6th.


Alternatively, you can spend one hour casting the spell as a ritual. If you do, you animate 10 tiny object to do a simple non-combat task. Small objects count as 2, medium objects count as 3, larger objects count as 5, and, huge objects count as 10. You can add 3 simple commands. Such as telling a tea pot to pour tea, or a door to open with a password.
The object can repair itself from most damage over the course of a few minutes. Though sever damage, such as burning a wooden stool would end the spell. This last until you cast the spell again, or until dispelled.
At higher level: animate 2 more tiny object for each spell level beyond 5rd.
 
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Yaarel

He Mage
That's going to be a really big spell, but...


Casting time: 1 action
Duration: concentration, up to 1 hour.

You animate unattended tiny and small nearby objects within 60' of you, which gather into a swarm. Depending on the objects, it gains a either Pushing (chairs, rocks, maces), Binding (chains, whips, vines), or Damage (daggers, forks, splinters), which determines the creature’s bonus attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Size: medium swarm. Increasing to large swarm at spell level 7, and huge swarm at spell level 9.
AC: 10+ your spell casting modifier
HP: 10* your spell level
Fly: 30'
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough the largest object. The swarm can't regain hit points or gain temporary hit points.

Damage Resistance: Bludgeoning, Piercing, Slashing
Blindsight 10

Action:
Each creature within the swarms space takes 5d6+1d6 per spell level beyond 6th. The damage type is determined by the objects.

Bonus action:
Pushing: When you move, any creature who's is completely inside the swarm is moved along with you.
Binding: target creature in your space is Grappled. If you already had them Grappled, they become restrained.
Damage: each creature within 5' of the swarm takes 5d4+ 1d4 per spell level beyond 6th.


Alternatively, you can spend one hour casting the spell as a ritual. If you do, you animate 10 tiny object to do a simple non-combat task. Small objects count as 2, medium objects count as 3, larger objects count as 5, and, huge objects count as 10. You can add 3 simple commands. Such as telling a tea pot to pour tea, or a door to open with a password.
The object can repair itself from most damage over the course of a few minutes. Though sever damage, such as burning a wooden stool would end the spell. This last until you cast the spell again, or until dispelled.
At higher level: animate 2 more tiny object for each spell level beyond 5rd.
These spell descriptions are decent.

I need a clarification. Per RAW, a house isnt an object, but a window or a door is. Can this animated object detatch itself from its larger structure, such as the middle fingers of statues disconnecting from the statues, or bricks removing themselves from a wall?

Regarding the second description I would keep the math conceptually simple, and avoid counting the number of objects.

Something like. All actions (Push, Grapple, Attack, Move) are done as a swarm, and the number of objects in this swarm is vague and the player can decide the narrative, such as a statue flips the middle finger that then disconnects.

The area of effect is like, "any objects upto Small size, or parts of objects, within a 10-ft cube." Then the spell can advance with upto a larger size and within a larger cube. All objects remain in whatever location and position they are in at the end of the spell, and fall to the ground where applicable.
 

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