Animate Arsenal (5e Spell)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Animate Arsenal
2nd-level Transmutation
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a melee weapon)
Duration: Concentration, Up to 1 minute


You establish a telekinetic bond with a melee weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can move the weapon up to 20 feet. As a bonus action on your turn, you can make a melee spell attack against a creature within reach of the weapon. On a hit, the target takes damage equal to the weapon’s damage, using your spellcasting ability modifier instead of Strength. A creature that uses an attack action to attempt to grab or pick up the weapon while this spell is in effect may do so with a successful Strength saving throw – your bond with this weapon is immediately severed, ending the spell’s effects on this weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may control an additional melee weapon for every three slot levels above 2nd (two weapons at 5th level and three weapons at 8th level).


Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!


Advertisements: