Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
Tiny Servant: AC 15; HP 10 (4d4); Spd 30ft.; Slam, Melee Weapon Attack (+5, 1d4+3 bludgeon, 1 target, 5' reach); dmg immunity: poison, psychic; condition immunity: blind, charm, deaf, fright, paralyze, petrify, poison; blindsight 60' (blind beyond this radius), passive Perception 10; Str -3; Dex +3; Con +0; Int -4; Wis +0; Cha -5;
When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Verbal Component:
Sie Servus Minimas
Classes: Wizard, Rogue, Artificer
Tags: Utility
Source: Xanathar's Guide to Everything (page 168)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).