The Magus Class
Sterling Vermin Adventuring Co.

Level 2 Transmutation (Magus)


Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (a weapon worth 1+ GP)
Duration: 1 minute


You cause the weapon used in this spell’s casting to spring to life, flying of its own accord to harass and harm your enemies for the duration. The weapon animates in an unoccupied space of your choice within range. While it persists, at the start of each of your turns, the animate weapon makes one attack against a target of your choice within 5 feet (if it is a Melee weapon without the Reach property), 10 feet (if it is a Melee weapon with the Reach property), or the weapon’s Range (if it is a Ranged weapon or Melee weapon with the Thrown property). The weapon uses your spellcasting ability modifier for the attack and damage rolls instead of using Strength or Dexterity. The animate weapon is a Small Construct with an AC equal to 10 plus your spellcasting ability modifier, 20 Hit Points, and Immunity to Poison and Psychic damage and all conditions.

As a Bonus Action on your later turns, you can cause the animate weapon to fly up to 30 feet. This spell ends early if the animate weapon is reduced to 0 Hit Points.

Using a Higher-Level Spell Slot. The animate weapon’s Hit Points increase by 10 for each spell slot level above 2.