Animate Toy

Animate toys are given life by Fae magic, which allows them to develop their own personalities. Each has a unique appearance, depending on what toy was animated, but all desire to protect children from harm, specifically the monsters that emerge from closets and beneath beds at night. Once a Fae had to directly apply the magic that animates them, but that magic now exists ambiently in the world, so toys can animate spontaneously if needed.


Ability Score Increase. Your Dexterity score increases by 2, and two other ability scores of your choice other than Strength increase by 1. Your Strength score decreases by 4.

Age. Regardless of their form, animate toys gain awareness as adults. They are ageless.

Alignment. Animate toys wish to protect children, valuing a child’s safety over their own. They are lawful good, though animate toys that have been discarded and forgotten might be bitter and skew toward an evil alignment.

Rarity. Legendary.

Size. Toys come in many shapes and sizes, but those animated by Fae magic typically stand about 1 foot tall and weigh under a pound. Your size is Tiny.

Speed. Your base walking speed is 25 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Calm. You can cast calm emotions once per day. Starting at 5th level, you regain the ability to cast this spell each time you finish a short or long rest. Charisma is your spellcasting ability for this spell.

Bold. You add your proficiency bonus to any saving throw you make against becoming frightened. If you have proficiency in such a saving throw, your proficiency bonus is doubled against becoming frightened.

Elusive. You can move through the space of any creature that is larger than you. Also, you can attempt to hide even when obscured only by a creature larger than you.

Evasive. You can take the Dodge or Disengage action as a bonus action.

Innocuous Seeming. You have proficiency in the Stealth skill. If a creature has not sensed you move and you don’t move, you appear to be an inanimate toy. You have the scent of an object, not a creature.

Living Construct. You are a humanoid, but your constructed nature gives you the following traits.

  • You are immune to disease and have resistance to poison damage. Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being poisoned.
  • You need not eat, drink, or breathe.
  • You need not sleep, and don’t suffer the effects of exhaustion from lack of rest. Magic can’t put you to sleep.
  • During a long rest, which you still need, you remain conscious and aware.

Toy Gear. You can’t use equipment sized for larger creatures. If you throw gear, such as alchemist’s fire, you need two hands to do so, and you halve the range.

Toy Weapons. You can gain proficiency in and wield only blowguns, darts, slings, and weapons that have the light property. You can also use a shortbow, but one sized for you deals only ld4 damage. All these weapons require two hands for you to use effectively. If you throw one of these weapons, halve its ranges.

Toy Tinker. Using artisan’s tools (tinker’s tools), you can spend I hour to make a nonmagical weapon you have proficiency with or a piece of equipment. Doing so requires the GM’s approval, and you use materials with a value equal to half the desired item’s cost. You can dismantle the object to reclaim its materials.

Languages. You speak, read, and write Common. If you’ve met the Fae that animated you, you might also speak, read, and write Fae.

Unique Appearance. The appearance of each animate toy varies wildly from the rest. You are encouraged to bring a toy to represent your character so that other players can envision them as you do. Even though this toy might have cosmetic features, such as wings, claws, or extra arms, these features have no function in the game. Of course, you can work with your GM to have these features emulate traits from other races in this book.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

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