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Aldur Dunewanderer

Wizard 9 Class & Level
Sage Background
Human Race
NG Alignment

Strength 11
+0
Dexterity 13
+1
constitution 14
+2
intelligence 20
+5
wisdom 16
+3
charisma 16
+3
Total Hit Dice 8
Hit Die
1d6+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+8 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+11 Arcana
+0 Athletics
+3 Deception
+11 History
+6 Insight
+3 Intimidation
+8 Investigation
+3 Medicine
+5 Nature
+3 Perception
+3 Performance
+3 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Arcana History Investigation Insight proficiencies

 
11
Armor Class
58
Hit Points
+5
Initiative
30
Speed
WeaponAttackDamage
Quarterstaff 1d20+3 1d8
Fire Bolt 1d20+8 1d10
Toll the DeadWisdom Save 1d8 / 1d12
Attacks
Spellcasting Modifier: Intelligence
Spell save DC : 16
Spell attack: +8
Spellcasting
Wand of Magic Missile
Pearl of Power
Stone of Spell Storing
Alchemy Jug
Hat of Wizardry
Equipment
Happy, very excited about anything magical
Personality Traits
Knowledge
Ideals
Pseudodragon childhood friend Daiki
Bonds
Easily Distracted
Flaws
School of Lore Mastery
-Spell Secrets
-Alchemical Casting

Feats:
Resilient (CON)
Lucky
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 242

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10

Class(es): Sorcerer, Wizard

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

DND 5e SRD

Prestidigiation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration 1 hour
Components V,S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:   You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Bard, Warlock, Sorcerer, Wizard, Artificier

PHB, pg. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard
]

Level 1 Spells

Shield

1-level Abjuration

Casting Time 1 reaction
Range Self
Duration 1 round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Class(es): Sorcerer, Wizard

Mage Armor

1-level Abjuration

Casting Time 1 action
Range Self
Duration 8 hours
Components V, S, M
Materials A piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Class(es): Sorcerer, Wizard

Magic Missile

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Feather Fall

1-level Transmutation

Casting Time 1 reaction
Range 60ft
Duration 1 minute
Components V, M
Materials a small feather or piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Class(es): Bard, Sorcerer, Wizard

PHB

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Class(es): Sorcerer, Wizard

Xanathar's Guide to Everything

Snare

1-level Abjuration

Casting Time 1 minute
Range Touch
Duration 8 hours
Components S, M
Materials 25 ft of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Class(es): Druid, Ranger, Wizard

Xanathar's Guide to Everything

Ice Knife

1-level Conjuration

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes ll piercing damage. Hit or miss. the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving thfow or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above lst.

Class(es): Druid, Sorcerer, Wizard

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Comprehend Languages

1-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Class(es): Bard, Sorcerer, Warlock, Wizard

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends

Class(es): Bard, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)
]

Level 2 Spells

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard

Misty Step

2-level Conjuration

Casting Time 1 bonus action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard

Suggestion

2-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Concentration, up to 8 hours
Components V, M
Materials A snake's tongue and either a bit of honeycomb or a drop of sweet oil.

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.  
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.  
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.  
If you or any of your companions damage the target, the spell ends.

Class(es): Bard, Sorcerer, Warlock, Wizard

Web

2-level Transmutation

Casting Time 1 action
Range 60ft
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials A piece of cork

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.  
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.  
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.  
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Class(es): Sorcerer, Wizard

Dragon’s Breath

2-level Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration Concentration, up to 1 minute
Components V, S, M
Materials A Hot Pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Class(es): Sorcerer, Wizard
]

Level 3 Spells

Tiny Servant

3-level Transmutation

Casting Time 1 Minute
Range Touch
Duration 8 hours
Components V, S

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.   As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.   When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

Class(es): Wizard

Haste

3-level Transmutation

Casting Time 1 Action
Range 30ft
Duration Concentration, Up to 1 Minute
Components V, S, M
Materials A Shaving of Licorice Root

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Class(es): Sorcerer, Wizard

PHB, page 252

Hypnotic Pattern

3-level Illusion

Casting Time 1 action
Range 20ft
Duration Concentration, 1 minute
Components S, M
Materials a glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Class(es): Bard, Sorcerer, Warlock, Wizard

Counterspell

3-level Abjuration

Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range 60ft
Duration Instantaneous
Components S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

PHB, page 241

Fireball

3-level Evocation

Casting Time 1 action
Range 150ft
Duration Instantaneous
Components V, S, M
Materials a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Leomund's Tiny Hut

3-level Evocation (ritual)

Casting Time 1 Minute
Range Self (10 ft. radius hemisphere)
Duration 8 hours
Components V, S, M
Materials A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Class(es): Bard, Wizard

Slow

3-level Transmutation

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.   An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.   If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.   A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard
]

Level 4 Spells

Conjure Minor Elementals

4-level Conjuration

Casting Time 1 Minute
Range 90ft
Duration up to 1 Hour
Components V, S

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.
  An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Class(es): Druid, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Dimension Door

4-level Conjuration

Casting Time 1 Action
Range 500ft
Duration Instantaneous
Components V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Vengence), Rogue (Arcane Trickster)
]

Level 5 Spells

Player's Handbook

Wall of Force

5-level Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 10 minutes
Components V, S, M
Materials A pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Class(es): Wizard, Artificer (Artillerist), Paladin (Redemption)

Animate Objects

5-level Transmutation

Casting Time 1 action
Range 120 feet
Duration Concentration, Up to 1 minute
Components V, S

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can 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 or all of them at the same time, issuing the same command to each one). Voudecide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. Ifyou 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.

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 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.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

 
 
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (Forge)

SizeHPAttackSTRDEX
Tiny2018+8 to hit, 1d4+4 damage418
Small2516+6 to hit, 1d8+2 damage614
Medium4013+5 to hit, 2d6+1 damage1012
Large5010+6 to hit, 2d10+2 damage1410
Huge7010+8 to hit, 2d12+4 damage186
]

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Vayu.

Statblock Type

Character Sheet (Legacy)

Link/Embed