So i'm a Wizard-Necromancer in a campaign. So my plan is to have as many zombies/skeletons as i can get away with.
So My question is, is it possible to give zombies/skeletons magical items or enchanted weapons/armor? I tried looking through the Dungeon Master's guide but i don't see any state restrictions or anything like that.
So could i possibly have a bunch of zombies with magic armor/weapons who are much tougher? If possible could someone show me in the rules where it says anything against this if there is an issue?
This isn't about a "if the DM is okay with it you can" thing. I just want to know if it is possible based on the official rules.
The only thing that I’ve ever read against animals using magic items is in the Druid’s wild shape ability. It says that when Druids wild shape they can keep using magic items if the shape that they change into can wear and use them.
Based on that, I’d say that they can use items that other humanoids can use that don’t require intelligence and/or speaking command words. Magical armor and weapons? Of course. Something that requires attunement? No.
Yeah it makes sense they couldn't use attunement items or ones that required them to activate them. However i saw no reason why they couldn't use other magic items like simple magic armor/weapons
This isn't about a "if the DM is okay with it you can" thing. I just want to know if it is possible based on the official rules.
This is only a "if the DM is okay with it you can" thing. The Animate Dead creates skeletons and zombies - which is to say the exact creature described in the stat block, with those exact abilities and nothing else. You can command them as the spell indicates, then the DM will adjudicate the result of that command. You could also say "I put the magic sword into the skeleton's hand", then the DM will adjudicate the result of that action - and you would want to be ready to accept a negative ruling there.
No one needs to show you in the rules where it says anything against this - the onus of proof is the other way around. You can do the things it says you can do in the rule book and then everything beyond that is DM discretion. The books give you no rules which amend the stat blocks of your skeletons, so the only way is via the DM.
Personally as a DM, I would allow some personalisation or reconfiguring of the undead minions' gear, but not huge increases in power like using magic equipment. Let you give them cool outfits, equip some as specialist melee and others ranged, that sort of stuff. Anything beyond that risks throwing up major balance issues. Of course, if this undead horde is your character's one true raison d'être, and you were willing to make some meaningful, significant sacrifices to make it happen then we are going in a direction that makes a fun story...
Basically, creatures use the same equipment rules as players. There are plenty of NPCs in adventure books with magic items (even attunment).
Creature that can't speak obviously can't use command words of items. Be careful not to over encumber your creatures. Your DM may limit attunment for less intelligent creatures, but the RAW default is 3, same as players.
This is only a "if the DM is okay with it you can" thing. The Animate Dead creates skeletons and zombies - which is to say the exact creature described in the stat block, with those exact abilities and nothing else.
Kind of a nitpick but since this is a rules question and Sparo isn't completely familiar with the topic, keep in mind the spell isn't intended to conjure up the weapons listed in the skeleton's stat block. They're not an inherent part of the creature. If you animate a dead soldier, it's going to have whatever equipment the corpse had.
Like DxJxC says, the rules for equipment are universal. You can put any weapon you want on a skeleton's hand; if it's not proficient with it, it doesn't add its proficiency bonus to its attack rolls. You can put any armor you want on a skeleton; if it's not proficient with it, it has disadvantage on any attack rolls, saving throws and ability checks that involve Strength and Dexterity. So strictly speaking there's nothing stopping you from equipping your minions with appropriately sized weapons and armor. How good they are at using it is going to be up to the DM.
Monsters are assumed to be proficient with whatever equipment is part of their stat block, but that's just a typical example of that type of monster. As the Monster Manual explains, the DM is allowed to change a monster's equipment or decide that it has other proficiencies, taking into consideration the monster's background. Not every single skeleton in the D&D multiverse is armed with a shortsword.
So that leads us to these specific cases. If you read the monster manual entries for zombies and skeletons, one key difference between them is that zombies are hopelessly stupid but skeletons have a decent amount of intelligence:
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
Presumably, the typical skeleton presented in the Monster Manual was taught to use the equipment in its stat block, or maybe remembered how to use them from its former life. So there's grounds for a DM to say that you could teach a skeleton to use a specific weapon. How long that's going to take is going to be up to the DM though. If it were up to me, I'd let them swing simple melee weapons with very little instruction. It doesn't take a whole lot of brainpower to use a club.
Okay thank you. That was kind of what I was thinking, but i couldn't find anything in the player handbook, or dungeon Masters guide that covered this topic.
This is only a "if the DM is okay with it you can" thing. The Animate Dead creates skeletons and zombies - which is to say the exact creature described in the stat block, with those exact abilities and nothing else.
Kind of a nitpick but since this is a rules question and Sparo isn't completely familiar with the topic, keep in mind the spell isn't intended to conjure up the weapons listed in the skeleton's stat block. They're not an inherent part of the creature. If you animate a dead soldier, it's going to have whatever equipment the corpse had...
On the contrary, I think that is exactly the intention of the spell; not that it summons an actual short sword and actual shortbow, but that the resultant creature will be expected to have exactly the combat capabilities of the Skeleton stat block. AC13, 13hp, +4 melee hit 1d6+2 dmg, +4 ranged (80/320ft) 1d6+2, speed 30. Or the same normal zombie. Any variation of those stats is at DM discretion only. Spells work as expected: cast Fireball get a fireball, cast Animate Dead get a skeleton.
The player can propose actions or methods to improve the minions but none of the rules or skills available to the player can actually achieve it. The DM has some rules they can use to guide the changes, but those are the DM's rules, not the player's.
A player can't decide to raise a dead knight and automatically receive a zombie with AC18 plate armor, nor can they hand out boots of flying and enchanted heavy crossbows and automatically achieve a flock of flying skeleton archers. A DM can decide that, but a player can't.
On the contrary, I think that is exactly the intention of the spell; not that it summons an actual short sword and actual shortbow, but that the resultant creature will be expected to have exactly the combat capabilities of the Skeleton stat block. AC13, 13hp, +4 melee hit 1d6+2 dmg, +4 ranged (80/320ft) 1d6+2, speed 30. Or the same normal zombie. Any variation of those stats is at DM discretion only. Spells work as expected: cast Fireball get a fireball, cast Animate Dead get a skeleton.
Normally I'd agree with you on that last point but a stat block is more than just a bunch of numbers without context. Even a DM running an unmodified Skeleton has to understand that. A monster's AC includes any armor it's wearing and if that armor is removed, its AC changes. When a stat block includes an ammunition weapon, the monster doesn't have infinite ammo; it's carrying and expending ammunition. When a monster has spellcasting, it's assumed to carry the required material components. The Monster Manual tells you all of these things.
Stat blocks have to make some concessions to present as much useful information in as little space possible. A skeleton's actions aren't just some abstract set of attacks; if you deprive a monster of its equipment then it obviously can't use that equipment any more. If you disarm a skeleton, it's going to have to pick up another weapon or use its unarmed strikes. That's not a problem normally because the DM is an intelligent human being, but all those little nuances don't vanish just because a player's controlling the monster now. So I really don't agree with lumping "+4 melee hit 1d6+2 dmg" into the skeleton's capabilities as if it's something built into the creature. The spell creates a creature and you get exactly that, but you still have to understand what the numbers on that stat block mean and when they apply.
Yes, that does mean the spell requires some discussion with the DM whenever it's used. Some spells are just like that. The result of Planar Ally is going to vary wildly by DM and your current circumstances too
I would say that yes, you can equip your new undead minions with any weapons and armor you care to, including magical gear, if you have it. Getting access to an armory full of magic armor and weapons may be somewhat difficult and will definitely paint a big target on you. Everyone who has any sort of army at all will want to grab that magical gear for themselves. Skeletons and zombies, even with magic equipment are pretty weak and vulnerable troops. If you have the magic items it would make more sense to use them to equip the much better living troops, living troops who can level up and become even better with time. But, yes, if you have the magic weapons and armor you can give them to skeletons and zombies. Remember though your DM can do likewise and you just sent a huge signal to him that you now expect this to be done by other necromancers...
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So i'm a Wizard-Necromancer in a campaign. So my plan is to have as many zombies/skeletons as i can get away with.
So My question is, is it possible to give zombies/skeletons magical items or enchanted weapons/armor? I tried looking through the Dungeon Master's guide but i don't see any state restrictions or anything like that.
So could i possibly have a bunch of zombies with magic armor/weapons who are much tougher? If possible could someone show me in the rules where it says anything against this if there is an issue?
This isn't about a "if the DM is okay with it you can" thing. I just want to know if it is possible based on the official rules.
The only thing that I’ve ever read against animals using magic items is in the Druid’s wild shape ability. It says that when Druids wild shape they can keep using magic items if the shape that they change into can wear and use them.
Based on that, I’d say that they can use items that other humanoids can use that don’t require intelligence and/or speaking command words. Magical armor and weapons? Of course. Something that requires attunement? No.
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Yeah it makes sense they couldn't use attunement items or ones that required them to activate them. However i saw no reason why they couldn't use other magic items like simple magic armor/weapons
This is only a "if the DM is okay with it you can" thing. The Animate Dead creates skeletons and zombies - which is to say the exact creature described in the stat block, with those exact abilities and nothing else. You can command them as the spell indicates, then the DM will adjudicate the result of that command. You could also say "I put the magic sword into the skeleton's hand", then the DM will adjudicate the result of that action - and you would want to be ready to accept a negative ruling there.
No one needs to show you in the rules where it says anything against this - the onus of proof is the other way around. You can do the things it says you can do in the rule book and then everything beyond that is DM discretion. The books give you no rules which amend the stat blocks of your skeletons, so the only way is via the DM.
Personally as a DM, I would allow some personalisation or reconfiguring of the undead minions' gear, but not huge increases in power like using magic equipment. Let you give them cool outfits, equip some as specialist melee and others ranged, that sort of stuff. Anything beyond that risks throwing up major balance issues. Of course, if this undead horde is your character's one true raison d'être, and you were willing to make some meaningful, significant sacrifices to make it happen then we are going in a direction that makes a fun story...
Basically, creatures use the same equipment rules as players. There are plenty of NPCs in adventure books with magic items (even attunment).
Creature that can't speak obviously can't use command words of items. Be careful not to over encumber your creatures. Your DM may limit attunment for less intelligent creatures, but the RAW default is 3, same as players.
Kind of a nitpick but since this is a rules question and Sparo isn't completely familiar with the topic, keep in mind the spell isn't intended to conjure up the weapons listed in the skeleton's stat block. They're not an inherent part of the creature. If you animate a dead soldier, it's going to have whatever equipment the corpse had.
Like DxJxC says, the rules for equipment are universal. You can put any weapon you want on a skeleton's hand; if it's not proficient with it, it doesn't add its proficiency bonus to its attack rolls. You can put any armor you want on a skeleton; if it's not proficient with it, it has disadvantage on any attack rolls, saving throws and ability checks that involve Strength and Dexterity. So strictly speaking there's nothing stopping you from equipping your minions with appropriately sized weapons and armor. How good they are at using it is going to be up to the DM.
Monsters are assumed to be proficient with whatever equipment is part of their stat block, but that's just a typical example of that type of monster. As the Monster Manual explains, the DM is allowed to change a monster's equipment or decide that it has other proficiencies, taking into consideration the monster's background. Not every single skeleton in the D&D multiverse is armed with a shortsword.
So that leads us to these specific cases. If you read the monster manual entries for zombies and skeletons, one key difference between them is that zombies are hopelessly stupid but skeletons have a decent amount of intelligence:
Presumably, the typical skeleton presented in the Monster Manual was taught to use the equipment in its stat block, or maybe remembered how to use them from its former life. So there's grounds for a DM to say that you could teach a skeleton to use a specific weapon. How long that's going to take is going to be up to the DM though. If it were up to me, I'd let them swing simple melee weapons with very little instruction. It doesn't take a whole lot of brainpower to use a club.
Okay thank you. That was kind of what I was thinking, but i couldn't find anything in the player handbook, or dungeon Masters guide that covered this topic.
On the contrary, I think that is exactly the intention of the spell; not that it summons an actual short sword and actual shortbow, but that the resultant creature will be expected to have exactly the combat capabilities of the Skeleton stat block. AC13, 13hp, +4 melee hit 1d6+2 dmg, +4 ranged (80/320ft) 1d6+2, speed 30. Or the same normal zombie. Any variation of those stats is at DM discretion only. Spells work as expected: cast Fireball get a fireball, cast Animate Dead get a skeleton.
The player can propose actions or methods to improve the minions but none of the rules or skills available to the player can actually achieve it. The DM has some rules they can use to guide the changes, but those are the DM's rules, not the player's.
A player can't decide to raise a dead knight and automatically receive a zombie with AC18 plate armor, nor can they hand out boots of flying and enchanted heavy crossbows and automatically achieve a flock of flying skeleton archers. A DM can decide that, but a player can't.
Normally I'd agree with you on that last point but a stat block is more than just a bunch of numbers without context. Even a DM running an unmodified Skeleton has to understand that. A monster's AC includes any armor it's wearing and if that armor is removed, its AC changes. When a stat block includes an ammunition weapon, the monster doesn't have infinite ammo; it's carrying and expending ammunition. When a monster has spellcasting, it's assumed to carry the required material components. The Monster Manual tells you all of these things.
Stat blocks have to make some concessions to present as much useful information in as little space possible. A skeleton's actions aren't just some abstract set of attacks; if you deprive a monster of its equipment then it obviously can't use that equipment any more. If you disarm a skeleton, it's going to have to pick up another weapon or use its unarmed strikes. That's not a problem normally because the DM is an intelligent human being, but all those little nuances don't vanish just because a player's controlling the monster now. So I really don't agree with lumping "+4 melee hit 1d6+2 dmg" into the skeleton's capabilities as if it's something built into the creature. The spell creates a creature and you get exactly that, but you still have to understand what the numbers on that stat block mean and when they apply.
Yes, that does mean the spell requires some discussion with the DM whenever it's used. Some spells are just like that. The result of Planar Ally is going to vary wildly by DM and your current circumstances too
I would say that yes, you can equip your new undead minions with any weapons and armor you care to, including magical gear, if you have it. Getting access to an armory full of magic armor and weapons may be somewhat difficult and will definitely paint a big target on you. Everyone who has any sort of army at all will want to grab that magical gear for themselves. Skeletons and zombies, even with magic equipment are pretty weak and vulnerable troops. If you have the magic items it would make more sense to use them to equip the much better living troops, living troops who can level up and become even better with time. But, yes, if you have the magic weapons and armor you can give them to skeletons and zombies. Remember though your DM can do likewise and you just sent a huge signal to him that you now expect this to be done by other necromancers...