Aspect Codex
Animation
Animation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Animation defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Animate Weapon
Animate one Tiny object, trinket, or simple weapon you are holding or carrying. For the duration, it becomes an animated weapon that hovers in your space. When you take the Attack action or use a power that allows an animated weapon attack, you may make a melee power attack with it against one creature within 5 ft. of you. On a hit, it deals 4 (1d8) bludgeoning, piercing, or slashing damage, depending on the object. You can have only one animated weapon at a time.
Scrap Ward
Animate nearby scraps, clothing, gear, or held objects into a brief defensive barrier. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Intelligent Weapon
Your animated weapons obey with greater precision. When you make an attack with Animate Weapon or another Animation power that uses an animated weapon, you may add your INT modifier to the damage roll.
Unseen Servant
Create an invisible, mindless, shapeless Medium force in an unoccupied space on the ground within range. The servant can perform simple tasks at your command, such as fetching, cleaning, opening unlocked doors, holding objects, folding clothes, or serving food. It has AC 10, 1 hit point, Strength 2, cannot attack, and disappears if it drops to 0 hit points or moves more than 60 ft. from you. You can command it as a bonus action.
Animated Interpose
When you or a creature you can see within range is hit by an attack, animate a nearby unattended object, shield, tool, scrap, or piece of gear to interpose itself. Roll 1d6 and reduce the triggering damage by the result + your INT modifier. If this reduces the damage to 0, the animated object breaks or falls inert.
Dancing Trinket
Animate one unattended Tiny object you can see within range. For the duration, you may command it as a bonus action to move up to 20 ft., distract one creature within 5 ft. of it, or perform a simple object interaction. The first attack roll made against a distracted creature before the start of your next turn subtracts 1d4 from the roll. The object has AC 10, 1 hit point, and cannot attack.
Cloud of Daggers
Animate a cloud of knives, shards, scraps, or sharp tools in a 5-ft. cube centered on a point within range. When a creature enters the area for the first time on a turn or starts its turn there, it takes 10 (4d4) slashing damage. The cloud counts as animated objects for Animation powers.
Animated Armor
When you are hit by an attack, animate your armor, clothing, shield, or gear to absorb the blow. Until the start of your next turn, you gain a +2 bonus to AC, including against the triggering attack. If the attack still hits, reduce its damage by your INT modifier.
Helpful Servant
Command one Unseen Servant or animated object you control within range to take the Help action, manipulate an object, open or close an unlocked door or container, retrieve or stow an object, or move up to 30 ft. If it Helps a creature on an ability check, the bonus applies only to a task the servant could reasonably assist with.
Object Swarm
Animate a swarm of Tiny unattended objects in a 10-ft. radius sphere centered on a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save, taking 7 (2d6) bludgeoning, piercing, or slashing damage on a failed save, or half as much on a success. As a bonus action, you may move the swarm up to 20 ft.
Shard Barrage
Brandish or command an animated weapon, tool, or object, causing spectral copies to launch forward. Each creature of your choice in a 60-ft. cone must make a DEX save, taking 23 (5d8) force damage on a failed save, or half as much on a success.
Animated Shield
Animate a shield, plate, scrap, or barrier that hovers around you. For the duration, you gain a +2 bonus to AC, and ranged weapon attacks against you have disadvantage. As a reaction when a creature within 30 ft. is hit by an attack, you may move the shield to that creature, granting the same benefits to it until the start of your next turn.
Skilled Servitor
Create or upgrade one servant you control within range into a skilled servitor. For the duration, it becomes visible, gains AC 13, hit points equal to 5 + your INT modifier + your proficiency bonus, Strength 6, and proficiency with one tool you are proficient with. It can perform more complex tasks using that tool, but it cannot attack or use powers.
Animated Snare
Animate ropes, chains, roots, cloth, wires, or similar unattended materials around one creature you can see within range. The target must make a DEX save. On a failed save, it takes 14 (4d6) bludgeoning damage and is restrained for the duration. A restrained creature may use its action to make a STR check against your power DC, ending the effect on a success.
Homunculus Servant
Create a small animated construct in an unoccupied space within range. It is friendly to you, shares your initiative, and acts immediately after you. It can move and use its reaction on its own, but takes only the Dodge action unless you use a bonus action to command it. It has AC 13, hit points equal to twice your level + your INT modifier, and can perform simple tasks, deliver objects, or make a basic force strike for 9 (2d8) force damage.
Animated Chain
Animate a chain, rope, vine, cable, or similar object around one creature you can see within range. The target must make a DEX save. On a failed save, it takes 18 (4d8) bludgeoning damage and is restrained for the duration. A restrained creature may use its action to make a STR check against your power DC, ending the effect on a success.
Guardian Object
When a creature you can see within range is hit by an attack, animate a Medium or smaller unattended object within 30 ft. of the target to block the strike. The target gains a +4 bonus to AC against the triggering attack, potentially causing it to miss. If the attack misses this way, the animated object takes the hit and breaks or falls inert.
Weapon Dance
Your animated weapon dances with greater speed. For the duration, when you take the Attack action, you may make one additional Animate Weapon attack. If both attacks hit the same creature on a turn, the second hit deals an extra 9 (2d8) force damage.
Animate Objects
Choose nonmagical, unfixed objects within range that are not being worn or carried. You may animate a number of objects equal to your INT modifier, minimum 1. Medium or smaller objects count as 1, Large objects count as 2, and Huge objects count as 3. Each becomes an Animated Object under your control until the effect ends or it drops to 0 hit points. You command all animated objects as a bonus action. If given no command, they take the Dodge action and move only to avoid harm.
Titan Hand
Create a Large animated hand of magical force in an unoccupied space within range. The hand has AC 20 and hit points equal to your hit point maximum. When you use this power and as a bonus action on later turns, you move the hand up to 60 ft. and choose one effect: make a melee spell attack for 27 (5d8) force damage; force a STR save or push a Huge or smaller target; force a DEX save or grapple a Huge or smaller target; or interpose the hand to grant half cover.
Conjure Volley
Command a weapon, tool, or animated object to multiply into hundreds of spectral copies that fall in a volley. Each creature of your choice in a 40-ft. radius, 20-ft. high cylinder centered on a point within range must make a DEX save, taking 36 (8d8) force damage on a failed save, or half as much on a success.
Dancing Arsenal
Animate up to three Tiny or Small weapons, tools, or objects that hover around you. As a bonus action, you may command one of them to make a melee power attack against a creature within 5 ft. of you or within 5 ft. of another animated object you control within 30 ft. On a hit, it deals 13 (3d8) bludgeoning, piercing, or slashing damage.
Blade Storm
Animate a churning storm of spectral and physical blades in a 20-ft. cube centered on a point within range. The area is difficult terrain until the start of your next turn. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save, taking 27 (6d8) slashing damage on a failed save, or half as much on a success.
Animated Artwork
Touch a painting, carving, statue, tapestry, drawing, or other artwork and animate its subject as a construct in an unoccupied space within range. The construct uses a creature stat block chosen by the GM appropriate for tier 6 play, but it is a Construct, not the original creature type. It is friendly to you and obeys your commands. As a bonus action, you command it. When the effect ends, it collapses back into inert art.
Blade Barrier
Create a wall of whirling animated blades. The wall can be a straight line up to 100 ft. long, 20 ft. high, and 5 ft. thick, or a ring up to 60 ft. in diameter, 20 ft. high, and 5 ft. thick. The wall provides three-quarters cover and its space is difficult terrain. When a creature enters the wall's space for the first time on a turn or starts its turn there, it must make a DEX save, taking 33 (6d10) force damage on a failed save, or half as much on a success.
Greater Servitor
Create or upgrade one servitor you control into a greater servitor. For the duration, it has AC 16, hit points equal to 30 + twice your INT modifier + your level, Strength 14, and proficiency with two tools you are proficient with. It can perform complex tasks, carry heavy objects, and defend itself. As a bonus action, you may command it to make one force strike for 18 (4d8) force damage.
Whirling Blade Wall
Create a spectral sword hovering within range. When it appears, make a melee spell attack against one target within 5 ft. of it. On a hit, the target takes 26 (4d12) force damage plus your INT modifier. On later turns, you can use a bonus action to move the sword up to 30 ft. and repeat the attack against the same or a different target.
Living Arsenal
A storm of animated weapons and tools circles you. For the duration, your Animate Weapon attacks and attacks made by animated objects you control deal an extra 9 (2d8) force damage. Once per turn when you hit with an animated weapon or object, you may command another animated weapon or object within 30 ft. to move up to 20 ft. and make one attack.
Animated Sword Rift
Animate a Large guardian construct from metal, stone, wood, armor, or heavy objects in an unoccupied space within range. The guardian is friendly to you and obeys your commands. It has AC 18, hit points equal to 80 + twice your INT modifier, and a speed of 30 ft. As a bonus action, you command it to move and make one slam attack for 27 (6d8) bludgeoning damage. If given no command, it protects you and takes the Dodge action.
Puppet Mastery
You can command any number of animated objects, servants, servitors, constructs, or animated weapons you control with the same bonus action. In addition, one animated creature or object you command this way may move up to half its speed without provoking opportunity attacks.
Animated Colossus
Animate one Huge unattended object or mass of material within range into a colossus. The colossus is friendly to you and obeys your commands. It has AC 18, hit points equal to 120 + twice your INT modifier, a speed of 30 ft., and can move through nonmagical difficult terrain. As a bonus action, you command it to move and make one slam attack for 36 (8d8) bludgeoning damage, or to force creatures in a 15-ft. cone to make a STR save or be pushed 20 ft. and knocked prone.
Greater Animate Objects
Choose nonmagical, unfixed objects within range that are not being worn or carried. You may animate a number of objects equal to twice your INT modifier, minimum 2. Medium or smaller objects count as 1, Large objects count as 2, Huge objects count as 3, and Gargantuan objects count as 5. You command all animated objects with a bonus action. If given no command, they take the Dodge action and move only to avoid harm.
Perfect Servitor
Create or upgrade one servitor you control into a perfect servitor. It has AC 18, hit points equal to 60 + twice your level, Strength 18, proficiency with all tools you are proficient with, and can perform complex tasks independently. It cannot use powers. As a bonus action, you may command it to make one force strike for 27 (6d8) force damage or take the Help action for a creature within 5 ft. of it.
Citadel of Motion
Animate doors, furniture, panels, statues, chains, tools, and structural pieces in a 60-ft. cube within range. For the duration, the area is difficult terrain for enemies, provides half cover to creatures of your choice, and lashes at hostile creatures. When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save, taking 27 (6d8) bludgeoning, piercing, or slashing damage on a failed save, or half as much on a success.
Blade of Disaster
Create a 3-ft. blade-shaped planar rift in a space within range. When it appears, make up to two melee spell attacks against creatures or objects within 5 ft. of it. On a hit, a target takes 35 (10d6) force damage. The attack scores a critical hit on an 18 or higher. As a bonus action on later turns, move the rift up to 60 ft. and repeat the two attacks. The blade can pass harmlessly through barriers, including magical ones like Wall of Force.
Awakened Arsenal
Animate a devastating arsenal of weapons, tools, and debris around you. For the duration, hostile creatures in the emanation treat the area as difficult terrain. When you use this power and as a bonus action on later turns, choose up to three creatures in the emanation. Each target must make a DEX save, taking 45 (10d8) bludgeoning, piercing, or slashing damage on a failed save, or half as much on a success.
Walking Fortress
Animate a Huge or Gargantuan structure, vehicle, siege engine, statue, or mass of connected objects into a mobile fortress. It has AC 20, 200 hit points, a speed of 20 ft., and can carry creatures and objects as appropriate to its form. As a bonus action, you command it to move and make one siege strike for 55 (10d10) bludgeoning damage, or to grant three-quarters cover to creatures of your choice on or behind it until the start of your next turn.
Object Cataclysm
Animate every loose object, weapon, tool, scrap, and piece of debris in a 40-ft. radius sphere centered on a point within range, then hurl them in a catastrophic storm. Each creature in the area must make a DEX save, taking 70 (20d6) bludgeoning, piercing, or slashing damage on a failed save, or half as much on a success. Nonmagical unattended objects in the area are scattered or destroyed at the GM’s discretion.
Command of the Arsenal
You command all weapons, tools, and loose objects in the emanation. For the duration, hostile creatures treat the area as difficult terrain. When you use this power and as a bonus action on later turns, choose up to five creatures in the emanation. Each target must make a DEX save, taking 33 (6d10) bludgeoning, piercing, or slashing damage on a failed save, or half as much on a success. Animated weapons and objects you control also add your INT modifier to damage rolls.
Master Animator
You may maintain concentration on up to two Animation powers at once, provided at least one animates an object, weapon, servant, servitor, construct, or barrier. If you fail a concentration save, you choose which one ends. In addition, you can command all animated creatures and objects you control with the same bonus action.
Perfect Construct
Create a perfected construct servant in an unoccupied space within range, or upgrade one construct you control. It has AC 20, hit points equal to 150 + twice your INT modifier, Strength 22, can speak one language you know, and can perform complex independent tasks. It cannot use powers. As a bonus action, you command it to move and make up to two force strikes, each dealing 33 (6d10) force damage.
Living Fortress
Animate a structure, vehicle, siege engine, room, bridge, gate, or mass of connected objects into a living fortress under your control. It can move up to 30 ft. on your turn, reshape openings, provide cover, carry creatures, and defend itself. Hostile creatures inside or adjacent to it must make a STR save when you command it to crush, shove, seal, or batter them, taking 55 (10d10) bludgeoning damage on a failed save, or half as much on a success.
Characters With This Aspect
Bogey
Nubb
Imported character from the Character Data sheet.
Hobgoblin
Rhivak Tez
Imported character from the Character Data sheet.
Maple
Maple
Maple is a haunted living doll and void-animated construct whose innocence is far more unsettling than malice would be. Left behind in the ruins after the Drakkuskan War, she awakened through residual void seepage and was later taken in by the Exiles. Her animation lets her move in ways wood, cloth, and porcelain should not, while her Great Old One–touched magic bends small moments into something stranger than coincidence. Maple can seem like a lost child, a companion, or a warning from the dark between worlds. Among the Exiles, she raises a question no one can answer cleanly: when the void gives a doll a voice, does it also give her a soul?