Animate Hut

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 8 hours

leg and foot bones of one creature

When you cast this spell, you touch one building of up to 30 feet long by 30 feet wide and up to two stories tall. You must have either some claim to ownership or residency of the building or permission from its owners, or else the spell fails and has no effect.The building becomes a Construct that follows your verbal commands and acts immediately after your turn in Initiative. Ten-foot-long legs resembling the creature whose bones you used as a Material component (or chicken legs, if you cast this spell without Material components) sprout under the building, and it gains a Speed of 40 feet. The building can stand up or sit down using half its Speed, and it must sit down to lower its doorways to ground level. While you concentrate on the spell, the building can use its action to stomp its legs, making a melee weapon attack using your spell attack bonus; on a hit it deals 3d10 Bludgeoning damage. The building has AC 15, 100 HP, and Immunity to Poison and Psychic damage. It uses your saving throw bonuses. If the building is reduced to 0 Hit Points, the spell ends and it settles to the ground. If your Concentration on the spell ends, the building remains animate and continues to follow your verbal directions for the remainder of the spell’s duration, but it can no longer take actions.Using a Higher-Level Spell Slot. If you use a level 8+ spell slot to cast this spell, you can give the building wings in addition to legs, and it gains a Fly Speed equal to its Speed.

Witch 5th Transmutation