Source: Spells That Don't Suck
You magically animate nearby objects, bending them to your will. Choose up to six nonmagical objects within range that are not being worn or carried. All objects must be the same size, and you can animate six Tiny, four Small, three Medium, two Large, or one Huge object(s). Each object animates until spell ends or until reduced to 0 hit points; when an object drops to 0 hit points, any remaining damage carries over to its original object form.
Command Objects Statistics
| Size | HP | AC | Str | Dex | Damage | Speed |
|---|---|---|---|---|---|---|
| Tiny | 5 | 19 | 12 | 28 | 1d4 + 1 damage | fly 30 (hover) |
| Small | 10 | 18 | 16 | 24 | 1d6 + 3 damage | fly 30 |
| Medium | 20 | 17 | 20 | 20 | 1d10 + 5 damage | 30 |
| Large | 30 | 16 | 24 | 16 | 2d10 + 7 damage | 25 |
| Huge | 60 | 15 | 28 | 12 | 5d12 + 9 damage | 20 |
An animated object has blindsight with a radius of 30 feet and statistics as shown in the table above. The GM might rule an object has immunities, resistances, and vulnerabilities to specific damage types based on its form. If an object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0.
In combat, an object shares your initiative count, but takes its turn immediately after yours.
As a bonus action, you can issue one command to any number of objects within the spell’s range. That command can be to attack, or some other action. Otherwise, the only action an object takes on its turn is the Dodge action. An object may also be commanded to attempt an action available to all creatures, such as grapple or shove, if its form permits it to do so.
If commanded to attack, an object makes one melee attack against a target you specify within 5 feet of it. Its attack bonus is equal to your spell attack modifier. An object usually deals bludgeoning damage, but the GM might rule it deals slashing or piercing damage based on its form.
About Command Objects
Command Objects is a Level 5 level spell from the school of Transmutation.
This spell has a casting time of action , and a range of 60.0 ft (18.3 m) . It has a duration of Instantaneous.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
School of Magic: Transmutation
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School of Magic: Transmutation
Transmutation spells change the properties of creatures, objects, or the environment.
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