Animate Objects
Level 5 · Transmutation
- Concentration
- Summon
A 5th-level spell in the transmutation school, Animate Objects appears on the bard, sorcerer, and wizard lists. Cast time: Action. Range 120 feet, components V/S, duration up to 1 minute. Marked concentration. Effect: Objects animate at your command. At higher levels: The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
Stat Block
- Level
- 5
- School
- Transmutation
- Casting Time
- Action
- Range / Area
- 120 feet
- Components
- V, S
- Duration
- up to 1 Minute
- Ritual
- No
- Concentration
- Yes
- Classes
- Bard, Sorcerer, Wizard
- Material
- —
Description
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Transmutation is the most flexible school. The same Polymorph that turns a hostile giant into a sheep can turn the party rogue into a giant ape three rounds later. Animate Objects is Transmutation because the spell rewrites a property of a body, an object, or terrain. Mid-tier casters can usually cast Animate Objects once or twice per long rest.
Class Fit
- Bard: Lore Bards reach Magical Secrets at level 6 and 10, which changes the calculus on Animate Objects: if a non-Bard list has it cheaper, Magical Secrets is the way in. Animate Objects has an at-higher-levels rule; the spell's per-slot scaling makes upcasting worthwhile in the right context.
- Sorcerer: Sorcerers know very few spells. Animate Objects is a permanent decision — the spell stays on the sheet unless the Sorcerer pays a level-up swap. The 120-foot range on Animate Objects leaves room for the caster to stay in the back line.
- Wizard: The Wizard's daily prep list is the class's flexibility lever — every long rest is a chance to reconsider what Animate Objects is doing on the sheet. Note that Animate Objects requires concentration; switching to a second concentration spell ends it.
Tactical play (Doungim editorial)
Animate ten Tiny objects to fight. Each Tiny object attacks at +6 to hit for 1d4+4 damage. Total expected damage at level 5 cast: ~30 per round. Highest sustained DPR concentration spell at level 5. Burns a high concentration slot; can't stack with Spirit Guardians. Use it as the cleric or bard's alternate concentration option in tier-3 combat.
Related Spells
Frequently Asked Questions about Animate Objects
- What level spell is Animate Objects?
- Animate Objects sits at level 5 in the Transmutation school of magic, prepared by Bard, Sorcerer, Wizard.
- What is the range of Animate Objects?
- From the caster's position, Animate Objects reaches 120 feet.
- Is Animate Objects a concentration spell?
- Yes — Animate Objects requires concentration, lasting up to 1 minute. Casting another concentration spell ends this one; damage taken triggers a Constitution save (DC 10 or half the damage, whichever is higher) to maintain it.
- What components and casting time does Animate Objects need?
- the components are V, S; casting time is the standard Action.
- Can Animate Objects be upcast?
- Animate Objects scales when upcast: The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.