Animate Objects spell icon: an enchanted broom
Icon by Delapouite, CC BY 3.0

Animate Objects 5e spell

5th-level transmutation (concentration) · 2024 version below

Casting time
1 action
Range
120 feet
Components
V, S
Duration
Concentration, Up to 1 minute
School
Transmutation
Level
5

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). You decide 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. 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.

##### Animated Object Statistics

SizeHPACAttackStrDex
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
Huge8010+8 to hit, 2d12 + 4 damage186

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 GM 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.

Classes that can cast Animate Objects

ClassFirst availableSpellcasting ability
Bard spells9th character levelCharisma
Sorcerer spells9th character levelCharisma
Wizard spells9th character levelIntelligence

Animate Objects in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.

Casting time
Action
Range
120 feet
Components
V, S
Duration
Concentration, up to 1 minute
School
Transmutation
Level
5
Classes
Bard, Sorcerer, Wizard
Tags
concentration

Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.

Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.

Until the spell ends, you can take a Bonus Action to 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 of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.

Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.

Animated Object

Huge or Smaller Construct, Unaligned

AC 15

HP 10 (Medium or smaller), 20 (Large), 40 (Huge)

Speed 30 ft.

AbilityScoreModSave
Str16+3+3
Dex10+0+0
Con10+0+0
Int3−4−4
Wis3−4−4
Cha1−5−5

Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses Blindsight 30 ft.; Passive Perception 6

Languages Understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Actions

Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 5th-level transmutation spells

Browse: all 5th-level spells · transmutation spells · concentration spells