Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

College of Lore Bard 10 Faction Agent

CLASS & LEVEL BACKGROUND PLAYER NAME


Satyr Bard
Satyr Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 14 4 35

-1 3 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 68
-1 Strength
DEXTERITY 6 Dexterity

3 2
0
Constitution
Intelligence
CURRENT HIT POINTS

16 0 Wisdom
IDEALS
8 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 9 Acrobatics (Dex)
10

14 1 Animal Handling (…
BONDS
1 Arcana (Int)

INTELLIGENCE 0 Athletics (Str)

0
8 Deception (Cha) NAME ATK DAMAGE/TYPE

1 History (Int) Vicious Mock… DC16 1d4 Psychic


10 3 Insight (Wis)
6 Sleep 5d8 Hit Point…
Intimidation (Cha) FLAWS
3 Investigation (Int)
WISDOM Rapier +6 1d8+3 Piercing

0
1 Medicine (Wis)
3 Nature (Int) Dagger +6 1d4+3 Piercing Bardic Inspiration
3 Perception (Wis) Ritual Casting
10 Heat Metal DC16 2d8 Fire
8 Performance (Cha) Ram
11 Persuasion (Cha) Shatter DC16 3d8 Thunder
CHARISMA
Magic Resistance
1 Religion (Int)

5 6 Sleight of Hand (…
Black Tentacles
Mirthful Leaps

Equipment
6 Stealth (Dex) ATTACKS & SPELLCASTING
20 Safe Haven
1 Survival (Wis)
Jack of All Trades
SKILLS 0
CP SP EP GP PP Song of Rest

Font of Inspiration
13 PASSIVE WISDOM (PERCEPTION)
1 Rapier
Countercharm
1 Lyre
Cutting Words
TOOL: Bagpipes, Horn, Lyre, Pan Flute 1 Leather Armor
Magical Secrets
LANGUAGE: Common, Elvish, Orc, Sylvan 1 Dagger
Magical Secrets
ARMOR: Light Armor 1 Chest
WEAPON: Hand Crossbow, Longsword, Rapier, 2 Map or scroll case FEATURES & TRAITS

Shortsword, Simple weapons 1 Fine clothes

EQUIPMENT
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: 5 Total:
CP SP EP GP PP
5
BARDIC INSPIRATION
1 Ink
1 Ink pen
1 Lamp Total: Total:
2 Oil
ATTACKS & SPELLCASTING 5 Paper
1 Perfume
1 Sealing wax
Total: Total:
1 Soap

EQUIPMENT
CHARISMA 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 0

Mage Hand Conjure Animals

Vicious Mockery Counterspell


7 0
Message Fear

Prestidigitation Major Image

Hypnotic Pattern
8 0
1 4
4 0

Faerie Fire
Black Tentacles
9 0
Hideous Laughter
Greater Invisibility
Sleep
Polymorph
Dissonant Whispers

5 0
2 3
Animate Objects
Calm Emotions
Cloudkill
Heat Metal
Hold Monster
Invisibility

Shatter
FEATURES & TRAITS
Bardic Inspiration Equipment Countercharm
You can inspire others through stirring words Badge or emblem of your faction, a copy of a At 6th level, you gain the ability to use musical
or music. To do so, you use a bonus action on seminal faction text (or code-book for a covert notes or words of power to disrupt mind-
your turn to choose one creature other than faction), a set of common clothes, and a pouch influencing effects. As an action, you can start
yourself within 60 feet of you who can hear containing 15 gp a performance that lasts until the end of your
you. That creature gains one Bardic Inspiration next turn. During that time, you and any
die, a d6. Once within the next 10 minutes, the Safe Haven friendly creatures within 30 feet of you have
creature can roll the die and add the number As a faction agent, you have access to a advantage on saving throws against being
rolled to one ability check, attack roll, or saving secret network of supporters and operatives frightened or charmed. A creature must be
throw it makes. The creature can wait until who can provide assistance on your able to hear you to gain this benefit. The
after it rolls the d20 before deciding to use the adventures. You know a set of secret signs performance ends early if you are
Bardic Inspiration die, but must decide before and passwords you can use to identify such incapacitated or silenced or if you voluntarily
the DM says whether the roll succeeds or fails. operatives, who can provide you with access end it (no action required).
Once the Bardic Inspiration die is rolled, it is to a hidden safe house, free room and board,
lost. A creature can have only one Bardic or assistance in finding information. These Cutting Words
Inspiration die at a time. You can use this agents never risk their lives for you or risk Also at 3rd level, you learn how to use your wit
feature a number of times equal to your revealing their true identities. to distract, confuse, and otherwise sap the
Charisma modifier (a minimum of once). You confidence and competence of others. When a
regain any expended uses when you finish a Jack of All Trades creature that you can see within 60 feet of you
long rest. Your Bardic Inspiration die changes Starting at 2nd level, you can add half your makes an attack roll, an ability check, or a
when you reach certain levels in this class. proficiency bonus, rounded down, to any ability damage roll, you can use your reaction to
The die becomes a d8 at 5th level, a d10 at check you make that doesn’t already include expend one of your uses of Bardic Inspiration,
10th level, and a d12 at 15th level. your proficiency bonus. rolling a Bardic Inspiration die and subtracting
the number rolled from the creature’s roll. You
Ritual Casting Song of Rest can choose to use this feature after the
You can cast any bard spell you know as a Beginning at 2nd level, you can use soothing creature makes its roll, but before the DM
ritual if that spell has the ritual tag. music or oration to help revitalize your determines whether the attack roll or ability
wounded allies during a short rest. If you or check succeeds or fails, or before the creature
Ram any friendly creatures who can hear your deals its damage. The creature is immune if it
You can use your head and horns to make performance regain hit points at the end of the can’t hear you or if it’s immune to being
unarmed strikes. When you hit with them, the short rest by spending one or more Hit Dice, charmed.
strike deals 1d6 + your Strength modifier each of those creatures regains an extra 1d6
bludgeoning damage, instead of the hit points. The extra hit points increase to 1d8 Magical Secrets
bludgeoning damage normal for an unarmed at 9th level. At 6th level, you learn two spells of your choice
strike. from any classes. A spell you choose must be
Font of Inspiration of a level you can cast, as shown on the Bard
Magic Resistance Beginning when you reach 5th level, you table, or a cantrip. The chosen spells⁠count as
You have advantage on saving throws against regain all of your expended uses of Bardic bard spells⁠for you but don’t count against the
spells. Inspirati⁠on when you finish a short or long rest. number of bard spells⁠you know.

Mirthful Leaps Magical Secrets


Whenever you make a long jump or a high By 10th level, you have plundered magical
jump, you can roll a d8 and add the number knowledge from a wide spectrum of
rolled to the number of feet you cover, even disciplines. Choose two spells from any class,
when making a standing jump. This extra including this one. A spell you choose must be
distance costs movement as normal. of a level you can cast, as shown on the Bard
table, or a cantrip. The chosen spells count as
bard spells⁠for you and are included in the
number in the Spells⁠Known column of the
Bard table.
SPELLS
Mage Hand Prestidigitation Hideous Laughter
Conjuration cantrip Transmutation cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 10 feet Range: 30 feet
Target: A point you choose within range Target: See text Target: A creature of your choice that you can
Components: V S Components: V S see within range
Duration: 1 minute Duration: Up to 1 hour Components: V S M
Description: Description: Duration: ConcentrationUp to 1 minute
A spectral, floating hand appears at a point This spell is a minor magical trick that novice Description:
you choose within range. The hand lasts for spellcasters use for practice. You create one of A creature of your choice that you can see
the duration or until you dismiss it as an action. the following magical effects within range: You within range perceives everything as
The hand vanishes if it is ever more than 30 create an instantaneous, harmless sensory hilariously funny and falls into fits of laughter if
feet away from you or if you cast this spell effect, such as a shower of sparks, a puff of this spell affects it. The target must succeed on
again. You can use your action to control the wind, faint musical notes, or an odd odor. You a Wisdom saving throw or fall prone, becoming
hand. You can use the hand to manipulate an instantaneously light or snuff out a candle, a incapacitated and unable to stand up for the
object, open an unlocked door or container, torch, or a small campfire. You instantaneously duration. A creature with an Intelligence score
stow or retrieve an item from an open clean or soil an object no larger than 1 cubic of 4 or less isn’t affected. At the end of each of
container, or pour the contents out of a vial. foot. You chill, warm, or flavor up to 1 cubic its turns, and each time it takes damage, the
You can move the hand up to 30 feet each foot of nonliving material for 1 hour. You make target can make another Wisdom saving
time you use it. The hand can’t attack, activate a color, a small mark, or a symbol appear on throw. The target has advantage on the saving
magic items, or carry more than 10 pounds. an object or a surface for 1 hour. You create a throw if it’s triggered by damage. On a
nonmagical trinket or an illusory image that success, the spell ends.
Vicious Mockery can fit in your hand and that lasts until the end
Enchantment cantrip of your next turn. If you cast this spell multiple Sleep
Casting Time: 1 action times, you can have up to three of its non- Enchantment 1
Range: 60 feet instantaneous effects active at a time, and you Casting Time: 1 action
Target: A creature you can see and that can can dismiss such an effect as an action. Range: 90 feet
hear you within range Target: Creatures within 20 feet of a point you
Components: V Faerie Fire choose within range (in ascending order of
Duration: Instantaneous Evocation 1 their current hit points, ignoring unconscious
Description: Casting Time: 1 action creatures)
You unleash a string of insults laced with Range: 60 feet Components: V S M
subtle enchantments at a creature you can see Target: Each object in a 20-foot cube within Duration: 1 minute
within range. If the target can hear you (though range Description:
it need not understand you), it must succeed Components: V This spell sends creatures into a magical
on a Wisdom saving throw or take 1d4 psychic Duration: ConcentrationUp to 1 minute slumber. Roll 5d8; the total is how many hit
damage and have disadvantage on the next Description: points of creatures this spell can affect.
attack roll it makes before the end of its next Each object in a 20-foot cube within range is Creatures within 20 feet of a point you choose
turn. outlined in blue, green, or violet light (your within range are affected in ascending order of
choice). Any creature in the area when the their current hit points (ignoring unconscious
Message spell is cast is also outlined in light if it fails a creatures). Starting with the creature that has
Transmutation cantrip Dexterity saving throw. For the duration, the lowest current hit points, each creature
Casting Time: 1 action objects and affected creatures shed dim light affected by this spell falls unconscious until the
Range: 120 feet in a 10-foot radius. Any attack roll against an spell ends, the sleeper takes damage, or
Target: A creature within range affected creature or object has advantage if someone uses an action to shake or slap the
Components: V S M the attacker can see it, and the affected sleeper awake. Subtract each creature’s hit
Duration: 1 round creature or object can’t benefit from being points from the total before moving on to the
Description: invisible. creature with the next lowest hit points. A
You point your finger toward a creature within creature’s hit points must be equal to or less
range and whisper a message. The target (and than the remaining total for that creature to be
only the target) hears the message and can affected. Undead and creatures immune to
reply in a whisper that only you can hear. You being charmed aren’t affected by this spell.
can cast this spell through solid objects if you At Higher Levels: When you cast this spell
are familiar with the target and know it is using a spell slot of 2nd level or higher, roll an
beyond the barrier. Magical silence, 1 foot of additional 2d8 for each slot level above 1st.
stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood blocks the spell. The
spell doesn’t have to follow a straight line and
can travel freely around corners or through
openings.
Dissonant Whispers Heat Metal
Abjuration 1 Transmutation 2 Conjure Animals
Casting Time: 1 action Casting Time: 1 action Conjuration 3
Range: 60 feet Range: 60 feet Casting Time: 1 action
Target: Target: A manufactured metal object that you Range: 60 feet
Components: V can see within range Target: Unoccupied spaces that you can see
Duration: Instantaneous Components: V S M within range
Description: Duration: ConcentrationUp to 1 minute Components: V S
You whisper a discordant melody that only one Description: Duration: ConcentrationUp to 1 hour
creature of your choice within range can hear, Choose a manufactured metal object, such as Description:
wracking it with terrible pain. The target must a metal weapon or a suit of heavy or medium You summon fey spirits that take the form of
make a Wisdom saving throw. On a failed metal armor, that you can see within range. beasts and appear in unoccupied spaces that
save, it takes 3d6 psychic damage and must You cause the object to glow red-hot. Any you can see within range. Choose one of the
immediately use its reaction, if available, to creature in physical contact with the object following options for what appears: One beast
move as far as its speed allows away from takes 2d8 fire damage when you cast the of challenge rating 2 or lower Two beasts of
you. The creature doesn’t move into obviously spell. Until the spell ends, you can use a challenge rating 1 or lower Four beasts of
dangerous ground, such as a fire or a pit. On a bonus action on each of your subsequent turns challenge rating 1/2 or lower Eight beasts of
successful save, the target takes half as much to cause this damage again. If a creature is challenge rating 1/4 or lower Each beast is
damage and doesn’t have to move away. A holding or wearing the object and takes the also considered fey, and it disappears when it
deafened creature automatically succeeds on damage from it, the creature must succeed on drops to 0 hit points or when the spell ends.
the save. a Constitution saving throw or drop the object The summoned creatures are friendly to you
At Higher Levels: When you cast this spell if it can. If it doesn’t drop the object, it has and your companions. Roll initiative for the
using a spell slot of 2nd level or higher, the disadvantage on attack rolls and ability checks summoned creatures as a group, which has its
damage increases by 1d6 for each slot level until the start of your next turn. own turns. They obey any verbal commands
above 1st. At Higher Levels: When you cast this spell that you issue to them (no action required by
using a spell slot of 3rd level or higher, the you). If you don’t issue any commands to
Calm Emotions damage increases by 1d8 for each slot above them, they defend themselves from hostile
Enchantment 2 2nd. creatures, but otherwise take no actions. The
Casting Time: 1 action GM has the creatures’ statistics.
Range: 60 feet Invisibility At Higher Levels: When you cast this spell
Target: Each humanoid in a 20-foot-radius Illusion 2 using certain higher-level Spell Slots, you
sphere centered on a point you choose within Casting Time: 1 action choose one of the summoning options above,
range Range: Touch and more creatures appear - twice as many
Components: V S Target: A creature you touch with a 5th-level slot, three times as many with
Duration: ConcentrationUp to 1 minute Components: V S M a 7th-level slot, and four times as many with a
Description: Duration: ConcentrationUp to 1 hour 9th-level slot.
You attempt to suppress strong emotions in a Description:
group of people. Each humanoid in a 20-foot- A creature you touch becomes invisible until Counterspell
radius sphere centered on a point you choose the spell ends. Anything the target is wearing Abjuration 3
within range must make a Charisma saving or carrying is invisible as long as it is on the Casting Time: 1 reaction, which you take
throw; a creature can choose to fail this saving target’s person. The spell ends for a target that when you see a creature within 60 feet of you
throw if it wishes. If a creature fails its saving attacks or casts a spell. casting a spell
throw, choose one of the following two effects. At Higher Levels: When you cast this spell Range: 60 feet
You can suppress any effect causing a target using a spell slot of 3rd level or higher, you can Target: A creature in the process of casting a
to be charmed or frightened. When this spell target one additional creature for each slot spell
ends, any suppressed effect resumes, level above 2nd. Components: S
provided that its duration has not expired in the Duration: Instantaneous
meantime. Alternatively, you can make a target Shatter Description:
indifferent about creatures of your choice that Evocation 2 You attempt to interrupt a creature in the
it is hostile toward. This indifference ends if the Casting Time: 1 action process of casting a spell. If the creature is
target is attacked or harmed by a spell or if it Range: 60 feet casting a spell of 3rd level or lower, its spell
witnesses any of its friends being harmed. Target: A point of your choice within range fails and has no effect. If it is casting a spell of
When the spell ends, the creature becomes Components: V S M 4th level or higher, make an ability check using
hostile again, unless the GM rules otherwise. Duration: Instantaneous your spellcasting ability. The DC equals 10 +
Description: the spell’s level. On a success, the creature’s
A sudden loud ringing noise, painfully intense, spell fails and has no effect. At Higher Levels.
erupts from a point of your choice within range. When you cast this spell using a spell slot of
Each creature in a 10-foot-radius sphere 4th level or higher, the interrupted spell has no
centered on that point must make a effect if its level is less than or equal to the
Constitution saving throw. A creature takes 3d8 level of the spell slot you used.
thunder damage on a failed save, or half as
much damage on a successful one. A creature
made of inorganic material such as stone,
crystal, or metal has disadvantage on this
saving throw. A nonmagical object that isn’t
being worn or carried also takes the damage if
it’s in the spell’s area.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot level
above 2nd.
Fear Hypnotic Pattern Polymorph
Illusion 3 Illusion 3 Transmutation 4
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 120 feet Range: 60 feet
Target: Each creature in a 30-foot cone Target: A 30-foot cube within range Target: A creature that you can see within
Components: V S M Components: S M range
Duration: ConcentrationUp to 1 minute Duration: ConcentrationUp to 1 minute Components: V S M
Description: Description: Duration: ConcentrationUp to 1 hour
You project a phantasmal image of a You create a twisting pattern of colors that Description:
creature’s worst fears. Each creature in a 30- weaves through the air inside a 30-foot cube This spell transforms a creature that you can
foot cone must succeed on a Wisdom saving within range. The pattern appears for a see within range into a new form. An unwilling
throw or drop whatever it is holding and moment and vanishes. Each creature in the creature must make a Wisdom saving throw to
become frightened for the duration. While area who sees the pattern must make a avoid the effect. The spell has no effect on a
frightened by this spell, a creature must take Wisdom saving throw. On a failed save, the shapechanger or a creature with 0 hit points.
the Dash action and move away from you by creature becomes charmed for the duration. The transformation lasts for the duration, or
the safest available route on each of its turns, While charmed by this spell, the creature is until the target drops to 0 hit points or dies.
unless there is nowhere to move. If the incapacitated and has a speed of 0. The spell The new form can be any beast whose
creature ends its turn in a location where it ends for an affected creature if it takes any challenge rating is equal to or less than the
doesn’t have line of sight to you, the creature damage or if someone else uses an action to target’s (or the target’s level, if it doesn’t have
can make a Wisdom saving throw. On a shake the creature out of its stupor. a challenge rating). The target’s game
successful save, the spell ends for that statistics, including mental ability scores, are
creature. Black Tentacles replaced by the statistics of the chosen beast.
Conjuration 4 It retains its alignment and personality. The
Major Image Casting Time: 1 action target assumes the hit points of its new form.
Illusion 3 Range: 90 feet When it reverts to its normal form, the creature
Casting Time: 1 action Target: A 20-foot square on ground that you returns to the number of hit points it had before
Range: 120 feet can see within range it transformed. If it reverts as a result of
Target: A spot that you can see within range Components: V S M dropping to 0 hit points, any excess damage
Components: V S M Duration: ConcentrationUp to 1 minute carries over to its normal form. As long as the
Duration: ConcentrationUp to 10 minutes Description: excess damage doesn’t reduce the creature’s
Description: Squirming, ebony tentacles fill a 20-foot normal form to 0 hit points, it isn’t knocked
You create the image of an object, a creature, square on ground that you can see within unconscious. The creature is limited in the
or some other visible phenomenon that is no range. For the duration, these tentacles turn actions it can perform by the nature of its new
larger than a 20-foot cube. The image appears the ground in the area into difficult terrain. form, and it can’t speak, cast spells, or take
at a spot that you can see within range and When a creature enters the affected area for any other action that requires hands or
lasts for the duration. It seems completely real, the first time on a turn or starts its turn there, speech. The target’s gear melds into the new
including sounds, smells, and temperature the creature must succeed on a Dexterity form. The creature can’t activate, use, wield, or
appropriate to the thing depicted. You can’t saving throw or take 3d6 bludgeoning damage otherwise benefit from any of its equipment.
create sufficient heat or cold to cause damage, and be restrained by the tentacles until the
a sound loud enough to deal thunder damage spell ends. A creature that starts its turn in the
or deafen a creature, or a smell that might area and is already restrained by the tentacles
sicken a creature (like a troglodyte’s stench). takes 3d6 bludgeoning damage. A creature
As long as you are within range of the illusion, restrained by the tentacles can use its action
you can use your action to cause the image to to make a Strength or Dexterity check (its
move to any other spot within range. As the choice) against your spell save DC. On a
image changes location, you can alter its success, it frees itself.
appearance so that its movements appear
natural for the image. For example, if you Greater Invisibility
create an image of a creature and move it, you Illusion 4
can alter the image so that it appears to be Casting Time: 1 action
walking. Similarly, you can cause the illusion to Range: Touch
make different sounds at different times, even Target: You or a creature you touch
making it carry on a conversation, for example. Components: V S
Physical interaction with the image reveals it to Duration: ConcentrationUp to 1 minute
be an illusion, because things can pass Description:
through it. A creature that uses its action to You or a creature you touch becomes invisible
examine the image can determine that it is an until the spell ends. Anything the target is
illusion with a successful Intelligence wearing or carrying is invisible as long as it is
(Investigation) check against your spell save on the target’s person.
DC. If a creature discerns the illusion for what
it is, the creature can see through the image,
and its other sensory qualities become faint to
the creature.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the
spell lasts until dispelled, without requiring
your Concentration.
Animate Objects
Transmutation 5 Cloudkill
Casting Time: 1 action Conjuration 5
Range: 120 feet Casting Time: 1 action
Target: Up to ten nonmagical objects within Range: 120 feet
range that are not being worn or carried Target: A 20-foot-radius sphere centered on a
Components: V S point you choose within range
Duration: ConcentrationUp to 1 minute Components: V S
Description: Duration: ConcentrationUp to 10 minutes
Objects come to life at your command. Choose Description:
up to ten nonmagical objects within range that You create a 20-foot-radius Sphere of
are not being worn or carried. Medium targets poisonous, yellow-green fog centered on a
count as two objects, Large targets count as point you choose within range. The fog
four objects, Huge targets count as eight spreads around corners. It lasts for the
objects. You can’t animate any object larger Duration or until strong wind disperses the fog,
than Huge. Each target animates and ending the spell. Its area is heavily obscured.
becomes a creature under your control until When a creature enters the spell’s area for the
the spell ends or until reduced to 0 hit points. first time on a turn or starts its turn there, that
As a bonus action, you can mentally command creature must make a Constitution saving
any creature you made with this spell if the throw. The creature takes 5d8 poison damage
creature is within 500 feet of you (if you control on a failed save, or half as much damage on a
multiple creatures, you can command any or successful one. Creatures are affected even if
all of them at the same time, issuing the same they hold their breath or don’t need to breathe.
command to each one). You decide what The fog moves 10 feet away from you at the
action the creature will take and where it will start of each of your turns, rolling along the
move during its next turn, or you can issue a surface of the ground. The vapors, being
general command, such as to guard a heavier than air, sink to the lowest level of the
particular chamber or corridor. If you issue no land, even pouring down openings.
commands, the creature only defends itself At Higher Levels: When you cast this spell
against hostile creatures. Once given an order, using a spell slot of 6th level or higher, the
the creature continues to follow it until its task damage increases by 1d8 for each slot level
is complete. Animated Object Statistics Size above 5th.
HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4
+ 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + Hold Monster
2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + Enchantment 5
1 damage 10 12 Large 50 10 +6 to hit, 2d10 + Casting Time: 1 action
2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + Range: 90 feet
4 damage 18 6 An animated object is a Target: A creature that you can see within
construct with AC, hit points, attacks, Strength, range
Components: V S M
and Dexterity determined by its size. Its
Constitution is 10 and its Intelligence and Duration: ConcentrationUp to 1 minute
Wisdom are 3, and its Charisma is 1. Its speed Description:
is 30 feet; if the object lacks legs or other Choose a creature that you can see within
appendages it can use for locomotion, it range. The target must succeed on a Wisdom
instead has a flying speed of 30 feet and can saving throw or be paralyzed for the duration.
hover. If the object is securely attached to a This spell has no effect on undead. At the end
of each of its turns, the target can make
surface or a larger object, such as a chain
bolted to a wall, its speed is 0. It has blindsight another Wisdom saving throw. On a success,
with a radius of 30 feet and is blind beyond the spell ends on the target.
that distance. When the animated object drops At Higher Levels: When you cast this spell
to 0 hit points, it reverts to its original object using a spell slot of 6th level or higher, you can
form, and any remaining damage carries over target one additional creature for each slot
to its original object form. If you command an level above 5th. The creatures must be within
30 feet of each other when you target them.
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.

You might also like