Animator standalone class

by olkolk2015

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Animator Class

Animators are a unique creature that aren't well known to most. While they study the arcane like wizards, they don't cower in the back line or wear robes. They wear heavy armor and wield swords but not the way fighters do. They are a unique breed that focuses on manipulating physics and sentience itself to create servants out of weapons and companions out of their tools. An animator is an impressive battlemage that will frighten even the most seasoned of warriors and attacks with a force that will split even the thickest of shields.

A thin half elf sits on a stump, clad head to toe in armor that seems entirely too heavy for him. Three bandits surround him, weapons drawn. They slowly back away as the elf's Greatsword slowly floats out of his bag and readies itself for battle.

Created by u/olkolk2015

quick build

First take the noble or sage background. Then make your highest stat INT followed by CON and either STR for a more heavy armor based battlemage builds or DEX for light and medium armor builds.

Class Features

As an Animator, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per animator level
  • Hit Points at 1st Level: 8 plus CON
  • Hit Points at Higher Levels: 1d8 Plus CON

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: All simple
  • Tools: tinkerer’s tools or Smiths Tools

  • Saving Throws: CON, INT
  • Skills: Arcana, History, Insight, Investigation, Sleight of hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Any martial weapon or (b) any 2 simple weapons

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer’s pack or (b) an explorer’s pack

(a) leather armor or (b) Scale mail

A shield and 10 darts

Animator
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Major Animation, Spell Casting 2 2 2
2nd +2 Fighting style 2 2 2
3rd +2 Animacy Focus 2 3 3
4th +2 ASI 2 3 3
5th +3 Extra Attack 2 4 4 2
6th +3 Subclass Feature 2 5 4 2
7th +3 Sentient Animation 2 6 4 3
8th +3 ASI 2 7 4 3
9th +4 2 8 4 3 2
10th +4 Subclass Feature 3 9 4 3 2
11th +4 Additional Sentient Animation 3 11 4 3 3
12th +4 ASI 3 12 4 3 3
13th +5 3 12 4 3 3 1
14th +5 Enhanced Animacy 4 13 4 3 3 1
15th +5 Subclass Feature 4 13 4 3 3 2
16th +5 ASI 4 14 4 3 3 2
17th +6 4 14 4 3 3 3 1
18th +6 Hostile Animation 4 14 4 3 3 3 1
19th +6 ASI 4 15 4 3 3 3 2
20th +6 Manic Animation 4 15 4 3 3 3 2

spellcasting

Cantrips

At 1st level, you know 2 cantrips of your choice from the Animator spell list. You learn additional animator cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Animator table.

Spell Slots

The Animator table shows how many spell slots you have to cast your animator spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You may up cast spells as other classes normally would.

The Spells Known column of the Animator table shows when you learn more Animator spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Animator spells you know and replace it with another spell from the Animator spell list, which also must be of a level for which you have spell slots.

For example, if you are a 5th-level animator, you have four 1st-level and two 2nd-level spell slots. With a INT of 14, your list of prepared spells can include four spells of 1st and 2 of 2nd level, plus 2 spells of either first or second level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of animator spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

spellcasting ability

Intelligence is your spellcasting ability for your Animator spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Animator spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an Arcane focus as a spellcasting focus for your Animator spells.

Ritual Casting

You may cast Animator spells you know with the ritual tag as a ritual.

Bonus cantrips

You gain the Mage hand and Shape Water cantrips. They are always prepared do not count towards the number of cantrips known.

Major Animation

When you reach first level in the Animator class, you gain the ability to animate a single object. As a bonus action, you can reach out and touch an object to animate it, causing it hover slightly off the ground. On your turn, you can move an animated object up to 30 feet in any direction (no action required). You can perform certain actions with certain kinds of objects, listed below. This item must weigh less than 60lbs, and must fit inside a 10-foot cube. You can't animate objects that are being worn, are sentient, or are already animated by another effect.

This animation immediately ends if the object is moved farther than 60 feet away from you, at which point it safely floats down to the ground. It also ends if you are knocked unconscious, you animate another object, or if you will it to stop (no action required).

Major animation does have some restrictions due to the nature of the delegated magic. The item must not be in the possession of another person and the item cannot already be sentient or animated by a different spell, effect, enchantment, or ability. If the object is a weapon it cannot have the two handed or heavy property. You may unanimate an object as a free action at any time, causing it to drop harmlessly to the ground. Finally, You may not move an animated object more than 15 feet over your head and you cannot maintain control of it past 60 ft.

An animated object has different effects and restrictions based on the type of item that is being used.

  • Melee weapon: When you animate a melee weapon that lacks the heavy or two-handed property, you can choose to instead have it hover in your space. While it floats in this way, you are considered proficient with it, and it follows you when you move. While you have a free and and can make a melee weapon attack, you can choose to attack with this weapon as if you were wielding it.

  • Thrown weapons. When you animate a ranged or thrown weapon, its range becomes 80/120 unless the range already exceeded that. When you make the attack action, you may instead choose to attack with this weapon. Additionally, you use your INT modifier in place of any other modifier to hit or deal damage. Items with the ammunition key word can be animated as thrown items

  • Bows. Bows and crossbows cannot be animated to perform attacks but the item itself can be moved.

  • Mundane items. When animated it floats near you and goes where you direct it to. The item may be activated as a free action on your turn. When you activate an item in this way, the item cannot deal damage in any way.

  • Potion: when animated, the potion floats near you. As a bonus action, you may move the potion 30 feet and have a willing creature drink that potion.

Fighting style.

At second level, you gain greater mastery while using an animated weapon. Select one fighting style from the two below. When attacking with a weapon animated with your Major Animation feature, you gain the benefits of that style.

  • Thrown Mastery: You gain a +2 bonus to attack rolls you make with thrown weapons.
  • Dueling: When you are animating a melee weapon, you gain a +2 bonus to damage rolls with that weapon.
  • Flask Master: You add twice your proficiency modifier to all rolls to drench a target in acid, oil, or any other liquid while using your Major Animacy or sentient animations features.

Animacy focus

At third level, you choose an animacy focus. These subclasses represent the focus that every animator chooses to focus on to hone their skill.

  • Those who follow the way of the one focus on animating one item at a time, but they wield it with much greater power and skill than the other paths.

  • The way of the few, is the classic animator subclass that focuses on being a generalist, animating a few items at a time while casting spells.

  • The way of many, focuses on animating a horde of objects and using them together for a massive effect.

  • These subclasses give features at levels 3, 6, 10, and 15.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also select a feat instead if you are using the variant rules.

Systematic Attack

At level 5, when you take the attack action, either with an animated weapon or one held in your hand, you may make an additional attack with an animated weapon.

Sentient Animation.

In your travels you have animated a small item to assist you in battle. When you reach seventh level, you pick one item to permanently animate by giving minor sentience similar to that of dog or cat. The item cannot speak and does its best to follow your telepathic orders and has no goals or alignment other than to please you and follow your orders. Once you animate an item using this feature you may not change its form unless it is destroyed. Should the item be destroyed, , it can be restored during a long rest by providing an item to be animated and 25 gp that is consumed by the spell.

Pick one of the following items to become animated:

  • Animated dagger: With an animated knife, you gain the ability to use a reaction when melee attacked to immediately perform an attack at advantage against the attacker using the animated dagger. Additionally, you may use a bonus action to make a ranged attack using the animated dagger as if it was an animated thrown weapon. After the attack is complete, hit or miss, the dagger returns to you. When making an attack the dagger has a bonus to hit and damage equal to your proficiency bonus.

  • Animated flask: With an Animated flask, you may direct the flask as a free action to have the potion move to a creature within 30 ft and either pour its contents down its throat or be covered in the substance. A willing creature drinks the contents automatically, however a hostile creature may attempt to resist the flask. If they do, they must make a DEX save against your spell save DC. On a failure they are forced to drink or be covered in the substance, on a save they avoid the flask entirely.

  • Animated Armor. With Animated armor, you ignore any strength requirement to wear armor. In addition, the armor provides +1 AC while being worn by you. In order to animate a piece of armor you must attune to it. This is required even if the armor does not require attunement. Additionally, your animated armor removes the stealth disadvantage of heavy and medium armor.

  • Animated cloth: With an animated cloth, you may use your bonus action to direct the cloth to move up to 30 ft and attempt to suffocate a creature. The creature in question must make an opposed grapple check against your Spell save DC or become blinded and suffocating. During the target’s turn they may use an action to repeat this check or may attack the cloth. The cloth has an AC of 14 and hp equal to half your Animator level. When killed, the cloth is unanimated until reanimated with 5gp worth of material.

  • Animated rope. You animate a nonliving rope-like object, such as string, yarn, cord, line, rope, or cable of up to 50 ft or a maximum of 10lbs. You may give your rope simple movement and shaping instructions, such as: "Move one end up 30 ft in a vertical line, loop over that branch twice, and knot yourself." The rope itself does not deal damage, but can be used as a trip line, or noose-like object. If the rope is used to restrain a creature, you may attempt a special grapple. As an action, you may make a spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition.

  • Animated lantern: You animate a lantern to follow you. It casts bright light in a radius of 30 ft and dim light for an additional 30 ft. The lantern also requires no fuel to function as a result of the animation. The lantern moves as with you or as a bonus action you can command it to move an additional 30 feet. The lantern is always floating 7 feet in the air unless it must adjust height to follow you. Finally, as a bonus action you may command the lantern to try and blind a target within 30 feet. the target must make a Dex save equal to your spell save DC or be blinded until the end of its next turn.

  • Animated Tools: You animate an artisan or thieves' tools to act on their own. You still have to use your action to use them and your own stat bonuses but they can be used from a distance of 30 feet. if animated using the level 11 additional animation feature, the tools can work on their own so long as you use your bonus action to command them.

  • Animated broom: You animate a broom to help you clean up both dirt and enemies alike. It has a flying speed of 30 feet. It can carry up to 300 pounds, but its flying speed becomes 20 feet while carrying over 200 pounds. The broom remains animated when you land. The broom may also assist you in any cleaning you need done, working at the same pace as you would normally.

Enhanced Animation

At the 11th level Items that you animate with both your Major Animacy and Sentient Animation features gain the following bonuses:

  • They are considered magical for the purposes of overcoming resistances.
  • They have +1 to any attack and damage rolls you make while using them
  • They give advantage to any tool check made while using them.
  • You may cast touch spells on targets that the animated item is touching.

Additional sentient animation.

At 15th Level, you may animate an additional item on the list provided at level 7. The item has minor sentience and has the intelligence level of a troll, ogre, or other unintelligent sentient creature of your choice. The item cannot speak but can communicate telepathically similar to a familiar. You choose the personality of the item but its alignment mirrors yours and its only goal is to please you.

Hostile animation

At the 18th level, you have mastered the art of animation, even if the item you are animating is in possession of another person or far away. Your Major animation feature now has a range of 30ft instead of touch and can now target items that are worn, held, or being used by other people. Should you target an item being held by another person, you may make a spell attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you animate the object, ripping it from their hands and may move it at a rate of 30ft per turn. If the item is a weapon, you may attack with it using your attack action as normal.

Additionally, when you are attacked with a melee weapon, you may use your reaction to impose a -5 to hit and reduce the damage taken by the attack if it hits by 5 points. You may use your reaction this way a number of times equal to your INT modifier.

Manic animation.

By level 20 you have mastered the arcane art of animation. As an action you may animate all things around you to work for you, and against your enemies. Manic animation lasts for 1 minute and has the following effects.

  • All terrain in a 50 by 50-foot cube becomes difficult terrain for all hostile creatures and deals them 1 damage for every 5 feet that they move.
  • Your allies ignore any pre-existing difficult terrain or environmental hazards other than fall damage.
  • All allies who make an attack roll or spell attack role against a creature in the cube have advantage.
  • All enemies who make an attack roll or spell attack role against an ally in the cube have disadvantage.
  • All allies have advantage on saving throws while in the cube.
  • All enemies who leave the cube take damage equal to your level plus your INT modifier.
  • Taking damage does not trigger concentration checks on animator spells while you are in the cube.

You may use Manic Animation once per long rest

Way of the few:

The way of the few is the most commonly encountered form of Animacy. These battle mages often wear heavy armor that is similar to most paladins. These mages, however, focus on the arcane rather than the divine like their holy cousins. These animators chose to focus on animating a few items, increasing their options in battle while still maintaining control of each individual weapon. The most famous followers of the way of the few are said to animate the bones in their body to enhance their martial prowess.

Split Animacy.

You may now animate 2 items instead of just one using your major animation feature. You only require one free hand or one hand holding an arcane focus to direct and control both of the animated items. Additionally, you may know animate a shield in addition to other items. Shields float in place near your left arm and provide the normal bonuses to AC and count as holding a shield for feats and other features but does not restrict the somatic components of spells. Finally, You gain proficiency in heavy armor.

Painful strikes.

At level 6, your animations strike with increased force. When you attack with animated weapon, the attack deals 1d6 extra force damage.

Double attack.

When you reach the 10th level, you may make 2 additional attacks instead of just one with an animated weapon instead of just one after you take the attack action.

Level 15 Self animation

At the 15th level you have learned to using magic to enhance your natural abilities. When you make a strength-based check or save, you may add your INT modifier to the roll. Additionally, you may not be moved against your will.

Way of the one

Those who focus on the Way of the One focus on animating one item at a time rather than a few or a mass amount. The bond they create is much stronger as a result and the magic is significantly more potent in terms of raw power. Those who follow this path often look strange as the contrast of the massive weapons of war they employ often dwarfs the mage controlling it.

Single focus

Animating a weapon or object has become an almost spiritual experience for you as you instill a part of who you are to everything you animate. Starting at 3rd level when you choose the way of the one, you change your Major Animation feature in the following ways:

  • You may animate melee weapons with the heavy or 2 handed property.
  • You may add your INT modifier to all melee attack and damage rolls made with an animated melee weapon.
  • You no longer require a free hand to direct and use an animated item unless that item has the heavy or 2 handed property.
  • Weapons you animate have their melee range increased by 5 feet

Finally, your mage hand can now lift, pull, or carry 60 pounds instead of the normal weight.

Battlemage’s smite

At 6th level, you learn the secret of overloading your animated weapons with arcane energy. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.

The damage increases by 1d8 if the target is an elemental or construct, to a maximum of 7d8.

Massive Strikes

At level 10, you place a massive force behind every strike When you hit an attack with a melee weapon with the heavy- or two-handed property that you are animating, the target must make a STR save against your spell save DC or be knocked prone.

Persevering animation

At level 15, when you are reduced to 0 hit points but not killed outright your weapons do not lose their magic and instead move and act on their own accord. Any weapon or items that are animated by your Major animation , sentient animation, or additional sentient animation immediately make an attack against the nearest hostile enemy and move 30 feet towards you without provoking attacks of opportunity. On your turn each animated object moves up to 30 feet and takes one action. Each item does it’s best to protect you from harm. Once you die or are brought back to 1 hit point this effect ends. You may use this feature once per long rest.

Way of the Many

The way of the many focuses on animating a horde of items as a single entity rather than animating single items. This leads to a brute force hail of items being animated at a single time.

Animator’s guard

At the 3rd level when you choose the way of the many you gain the ability to cast mage armor at will and without expending a spell slot. When cast this way, small items form a swarm around you increasing your defenses. When you reach level 10, your mage armor an has additional bonus. While under the affects of mage armor, you now give half cover to all creatures in a 10 foot aura.

Additionally, you may animate additional mundane items equal to your INT modifier when using your Major Animation Feature.

Horde of arrows.

At the 6th level, you have developed a knack for animating ammunition. When you animate and launch an item with the ammunition or thrown property, you may animate and launch additional items of the same type equal to your INT modifier as part of your attack action. When you do this. Roll for each missile being thrown as part of your attack

Improvised animation

At the 10th level, you learn how to temporarily animate worthless items for improvised attacks. You gain an unarmed strike that throws dust and debris from around you into the target’s eyes. The attack deals 1d4 bludgeoning damage and blinds the target until the end of their next turn unless they pass a CON save against your spell save DC.

Animated failsafe

At the 15th level, you may animate an additional item on the list provided at level 2. The item has minor sentience and has the intelligence level of kobold, goblin or other lesser sentient creature of your choice. The item cannot speak but can communicate telepathically similar to a familiar. You chose the personality of the item but its alignment mirrors yours and its only goal is to please you. The item is considered magical for purposes of overcoming resistances. Once you animate an item using this feature you may not change its form unless it is destroyed. Should the item be destroyed, it can be restored during a long rest by providing an item to be animated and 25 gp that is consumed by the ritual. The item also is capable of having 1 contingency action that triggers automatically.

A contingency action consists of a trigger and an action that item can take. For example, your animated flask might have a contingency to pour its contents into your mouth should you drop below 20 hp or an animated lantern might attempt to blind a melee attacker who is attacking you. Once an item takes an action using its contingency, it loses its magic and returns to normal item until after you complete a long rest.

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Fire Bolt
  • Green Flame Blade
  • Gust
  • Light
  • Lightning lure
  • Mage Hand
  • Mending
  • Mold Earth
  • Prestidigitation
  • Shocking Grasp
  • Shape Water
  • True Strike
  • Word of Force **
1st Level
  • Alarm
  • Catapult
  • Entangle
  • Expeditious retreat
  • Rylae's Propelling Strikes **
  • Feather Fall
  • Heroism
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Olkolk's Secret Steroid **
  • The Angerhoffer House Smash**
  • Shield
  • Snare
  • Tenser’s Floating Disk
  • Unseen servant
2nd Level
  • Arcane Lock
  • Blur
  • Dust Devil
  • Enhance Ability
  • Enlarge/Reduce
  • Earthbind
  • Flame Blade
  • Gust of Wind
  • Knock
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Rope Trick
  • Spider Climb
  • Warding Bond
3rd Level
  • Conjure Barrage
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Force Crush **
  • Fly
  • Glyph of Warding
  • Haste
  • Melf’s Minute Meteors
  • Protection from Energy
  • Thunder Step
  • Vampiric Touch
  • Water Walk
4th Level
  • Control Water
  • Fabricate
  • Freedom of Movement
  • Flame arrows
  • Fire Shield
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
5th Level
  • Animate Objects
  • Bigby's Hand
  • Banishing Smite
  • Creation
  • Conjure Volley
  • Maelstrom
  • Skill empowerment
  • Steel Wind Strike
  • Telekinesis
  • Transmute rock
  • Wall of Stone
  • Wall of Force

New Spells

Rylae's Propelling Strikes

Evocation Spell Level 1


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration up to one min

Your weapon attacks, including those with animated weapons and ammunition, deal 1d4 extra force damage.

Force Crush

Evocation Spell Level 3


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S
  • Duration: Concentration up to one minute

You target a creature you can see within 45 feet and reach out at them with your hand. Target must make a CON save or take 5d6 force damage and have their movement speed reduced by 10 feet until the end of their next turn as you crush them down with arcane force. The target takes half damage on a save and resists the slowing effect.

Until the spell ends, you may crush your hand to further crush the target. On your turn, you can use your bonus action to deal 1d6 force damage to the target and reduce their move speed by 10 feet until the end of their next turn.

Olkolk's Secret Steroid

Transmutation Spell level 1


  • Casting Time: 1 action (15 min Ritual)
  • Range: Self
  • Components: V, S, M (A tiny locket with the photo of someone you don't know and have never met worth 5gp, which the spell consumes)
  • Duration: 8 hours

You enhance your physical strength by siphoning some strength off of someone else. You may add your proficiency modifier to all STR and DEX checks and saves for the duration of this spell. For what it's worth, that person gains a level of exhaustion when the spell is cast due to the physical taxation of the siphon.

The Angerhoffer House Smash

Evocation Spell Level 1


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: Instant

The House of Angerhoffer is a suspicious lot that are rarely surprised and are never the last to get in the fight. This spell was custom crafted for the rare situation where someone manages to react quicker than they do. When a creature moves within 5 feet of you before you have taken an action in combat, you may cast this spell to immediately make an unarmed attack. If you hit, roll 1d6. The target takes the result in bludgeoning damage, and once more in force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add an additional damage type for slot level above 1st. For example this spell deals 1d6 of bludgeoning necrotic, force, and once again of a damage type of your choosing at 2nd level casting.

Word of Force

Evocation cantrip

Wizard, Animator, Sorcerer, Warlock


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instant

You speak a word of force that pushes all enemies and objects away from you. All creatures and unworn objects your size and smaller within 5 feet of you must make a STR save against your spell save DC or take 1d6 force damage and be knocked 5 feet away from you in a line.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Feats

Telekinetic Armor

Requires the ability to cast at least one spell


Using force magic to protect yourself is second nature to you. During combat, you set a force repulse hostile objects from your body, weakening their impact. When you take nonmagical Piercing, Bludgeoning or Slashing damage that is not self inflicted, you reduce that damage by an amount equal to your proficiency modifier.

Additionally, You gain an unarmored defense equal to 10 + Dex mod + Int mod.

 

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