Spell Spotlight is a series where we do a deep dive on some of Dungeons & Dragons’ most interesting, useful, and complex spells. Today, we’re looking at a spell that many spellcasters consider controversial at best and appalling at worst: animate dead. It is not uncommon for magical factions to outright ban the use of necromancy, and for good reason. Those who dabble in the dark arts often do not have good intentions, such as those wizards who have given in to their lust for power and immortality by becoming a lich.
That being said, if you want to command an army of the undead to vanquish your foes, or maybe you just need a friend who’s a really good listener, you’ll find what you’re looking for in animate dead.
What does animate dead do?
Animate dead is a 3rd-level necromancy spell that does exactly what the name implies. Casting this spell on a nearby pile of bones or corpse creates an undead servant for you to command. If targeting a pile of bones, a skeleton is created, and a zombie is created if targeting a corpse. If your undead servant is within 60 feet of you, you can issue a command to it on each of your turns using a bonus action, such as guarding an area or attacking an enemy. This spell starts to shine at higher levels as you can begin reanimating or reasserting control over multiple creatures with a single casting, at a rate of two additional creatures for each spell slot above 3rd level.
Notably, the creatures you reanimate only remain under your control for 24 hours. So, be sure to recast animate dead before time runs out, or your undead friends will turn their sights on you! Also, remember that the target has to be a Small or Medium humanoid, so, unfortunately you won’t be flying any undead ancient gold dragons into battle with this spell.
Your undead friends may be dispensable, so you might be tempted to replace them, but that requires having access to dead bodies and being surrounded by people who don’t mind you taking them. Sometimes it’s just easier to keep the ones you already have around, especially because Jeremy Crawford has stated that undead minions can spend Hit Dice. (Though your Dungeon Master may rule differently.)
Undead minions can receive temporary hp and can spend HD during a short rest. And animate dead can bring them back! https://t.co/vTjGIuwqYc
— Jeremy Crawford (@JeremyECrawford) May 7, 2015
The material components, a drop of blood, a piece of flesh, and a pinch of bone dust, shouldn’t be too hard to come by. Since you are likely already surrounded by death and decay if you are thinking about casting this spell, just swipe a bit of each while you choose your favorite body to bring back to life.
Using this spell as a DM
Given the negative connotation surrounding the use of necromancy spells, having an antagonist cast animate dead in front of the player characters is a great way to let them know what kind of person they are. Even if the resurrected skeletons or zombies are used for manual labor instead of combat, this practice immediately creates a moral quandary surrounding the NPC. While most may believe that it is respectful to the dead to let them rest in peace, others may be simply finding ways to make them useful in death.
If instead, you want that NPC to immediately appear evil, the resurrected bodies could be innocent people slaughtered by the antagonist or fallen comrades of one or more of the characters, giving them a reason to truly despise this foe.
Animate dead can also be used as a way to drop hints about your “big bad” lurking somewhere in the world. Consider a scenario where your players have recently arrived at a destroyed village that was attacked by the antagonist of your story. In their wake, the evil NPC cast animate dead on several of the murdered townsfolk, instructing them to lie in wait in strategic positions to ambush unsuspecting investigators of the wreckage. An observant character (perhaps with a Wisdom (Insight) check) might deduce that the zombies were clearly ordered to do so by whoever attacked the village, as a zombie without instruction is a mindless killing machine.
Who can cast animate dead?
The only two classes that have animate dead on their spell list are clerics and wizards. Clerics should be careful when choosing to incorporate necromancy into their character, as many domains oppose such practices. Most notably, Grave domain clerics vow to destroy all undead they come across. Perhaps the most likely candidate for animate dead would be Death domain clerics, who manipulate energies surrounding death and unlock the spell at 5th level.
Wizards, on the other hand, have a much easier time and are one of the best candidates to learn animate dead. Choosing the School of Necromancy improves the effectiveness of the spell by buffing hit points and damage, as well as allowing you to cast the spell on additional targets.
Circle of Spores druids and Oathbreaker paladins also unlock animate dead as they level up, and the spell fits nicely into their respective lore. Circle of Spores druids intentionally surround themselves with death and decay, believing undeath to be as natural as the cycle of life and death. Oathbreakers are the antithesis of what it means to be a paladin, pursuing only self-interest and power, and therefore would have no problem leaving undead in their wake.
Why we love this spell
The most obvious use for animate dead is in combat. One of the best ways to improve your chances for success in any battle is to increase your action economy — that is, how many opportunities you have per turn to take an action. With animate dead, you have a good use for your bonus action as a way to deal damage. Remember that you can still issue a command, such as “kill everything that attacks us”, and your undead servants will follow the command until the task is complete. This means that you can free up your bonus action for other uses if you don’t wish to issue commands every turn.
You also won’t have to worry about spells like dispel magic ruining your undead party. It won’t have any effect on the creatures you create.
Even outside of combat, animate dead has plenty of uses. Zombies and skeletons don’t require food, air, drink, or sleep, putting them up to tasks that mere mortals may not be up for. Your undead servants make excellent guards as they can stay up all night while you get your much-needed long rest. You won’t need to worry about feeding them on the road, and you can even stick them in your bag of holding if you need to hide them. If you have any manual labor that needs doing around your house, they can work without rest or breaks. Just don’t forget to recast animate dead or you might wake up to a nasty surprise in the middle of the night.
If you don’t feel particularly attached to your undead friends, have one hold a keg of gunpowder and run toward your enemies, exploding it when it gets close. Or, send them out ahead of you in a dungeon to trigger the traps for you. If the traps involve poison, they are immune anyway. If they don’t, well … you can always find another corpse to reanimate.
FAQ: Animate dead
Does animate dead use concentration?
Animate dead does not use concentration and cannot be dispelled. You are free to do whatever you wish on your turn, including casting other spells that use concentration.
What happens when animate dead wears off?
After 24 hours, your zombies and skeletons will no longer listen to you! Be sure to recast the spell before time runs out or leave the undead behind if you no longer wish to have them nearby.
Can creatures created using animate dead use weapons and armor?
Yes. According to the basic rules, skeletons “can fight with weapons and wear armor” and “a zombie armed with a weapon uses it”. As far as which weapons and armor they can wear, this should be up to your DM’s discretion.
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
I'm not sure about that Jeremy Crawford tweet. If animate dead only works on humanoids, wouldn't zombies and skeletons be off limits as targets for the spell?
True 🤔
That's on top of the 4
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
I love necromancy, but I hate how undead minions work in 5e. It's all about quantity instead of quality, meaning most of your spell slots are gonna be used to create and then control your undead, and this army is then gonna slow the game down considerably and just annoy everyone at the table. Add the whole "recast to reassert control" thing on top of that, and all the micro-managing that will come from having so many minions... It's just horrible. Even with create undead it ultimately is all about the wights because they can create their own minions, which brings us back to quantity over quality.
Summon undead I really like though. This is the spell for me.
I homebrewed a 2nd level spell to help necromancers maintain their hold over their undead army. The basic 3rd level spell that creates them isn't that strong.
Adventurers League: "You can't be an Oathbreaker Paladin because evil characters aren't allowed."
Necromancer: *walks into the room* "Why is everyone looking at me like that??"
Redacted
The spell specifically targets “the corpse of a Small or Medium Humanoid” and I think this is a DM call that tells you a lot about your DM’s relationship with your players. Is the corpse a skeleton or zombie still also the corpse of a person?
If your DM says no, they’re probably interested in playing a more adversarial game (and hopefully that’s the game you want to play in!)
If they say yes (this is what I ruled when I was DMing a necromancer through Tomb of Annihilation) then hopefully they’re playing a more collaborative game. I don’t recall exactly how I ruled this but if your minion was reduced to 0 hit points by combat or a trap (notably for ToA) then there’s a chance the corpse is too badly damaged to re-reanimate.
The first magical item I hunted for with my Necromancer was a Portable Black Hole. To store my stash of humanoid corpses, we "acquired" adventuring.
Someone who wants a small undead army?
For one 8th level slot you get two wights, each of which can raise up to twelve zombies of their own, so for one slot you've got 26 minions, for another slot (9th, meaning a third wight) you've got 65, which can overwhelm even some higher level enemies. You also have had access to finger of death for a while to raise permanent zombies of your own, and can spend as many other slots as you like on animate dead to raise/maintain even more.
That's a significant army for a necromancer, but it comes with the appropriate drawback that you're spending a lot of resources to maintain your control over it, which means contributing less to battles yourself. But then you probably want to be hidden from enemy attempts to down your army with a single kill anyway, while your horde rips them apart.
That's all true, but the limited number of slots make that a losing decision. You have only 1 LVL 7, 8 and 9 spell slots until LVL 20 where you get a second 7th level slot. You're better using those slots for different things. The Necromancer is the only wizard school I wouldn't play again in 5e. And in the end, Zombies and skeletons won't survive one AoE spell at those levels. At low levels you or don't have access or don't have enough spell slots/critters, and at high levels they're just not cost-effective.
I'm a grave cleric main. I use it all the time. Although usually as a roleplaying threat. I always keep a third level slot available to res the bard if he doesn't behave. Keeps him in line mostly.
Keep counterspell handy for enemy casters, keep the formations loose, and focus on taking over towns rather than fighting dragons. 😉
I mean you're not wrong, it has its challenges, but really I think the biggest problem is that necromancer is kind of a weird thing to play in classic D&D; you really need to have a group that's onboard with playing a campaign where you're a) most likely villains or at least outcasts, and b) building up that army to some purpose is part of the overall goal, as it won't fit well into the vast majority of adventure modules. In gameplay terms I think it can still be very strong (DM plan ruiningly strong in many cases), to the point that it remains viable, but yeah, you need the right campaign and group of players; if you can get a death cleric, oathbreaker and necromancer together then you good luck to your DM. 😂
I think animate dead/create undead are also still effective on less "army of the dead" but still death-themed characters as a quick way to even the numbers or throw chaff at tough opponents etc. Summon undead is quite an attractive option now too, though it only ever summons one undead; a tough one granted, but sometimes numbers are better, and if you can take both then there's little reason not to if that's what you're going for. As fodder to provide you with cover they're pretty good value, and on top of that they can deal decent damage, as combats are already often in the player party's favour due to the number of turns they get (and how much they can do on each).
I find it to creepy to use in any of my campaigns but if I had to I’d probably just go with skeletons instead of zombies cause they are just disturbing
I once played a gnomish necromancer wizard, who worked in the cleaning business. He got hired to clean dungeons and battlefields of dead bodies, as nobody was really willing to do that for obvious reasons. And who is better fit to clean a place of the dead than the undead ?
i always wanted to use this with a wizard. arming them with plate and long bows
Necromancy isn't a synonym for evil. You can play a good-aligned necromancer easily, you just probably won't be attempting to animate hordes of zombies on a regular basis.
/whoosh
I know, the intent was to imply that breaking your paladin oath isn't necessarily evil either, yet WotC says it is and doesn't allow oathbreakers in AL. Meanwhile, WotC also says Animate Dead is an evil act, yet they give it automatically to necromancers, which are totally allowed in AL.
Reading between the lines, I wanna play my Oathbreaker in AL.....
While that reason being given is squiffy as hell, to be fair the Oathbreaker was never released as a sub-class intended for players in ordinary games; it's very specifically presented as being for enemy characters, though you might allow it in a specifically evil/grey campaign.
In terms of breaking an oath not necessarily being evil, I think it's important to remember that the name Oathbreaker is a bit misleading; you don't need to play as an Oathbreaker to play as a Paladin who has broken or failed in their vows, you can simply change your vow to something else like Conquest or Vengeance, with the reason for your failing in your previous vow being the target for the new one. Or you could become a Barbarian/Fighter/Ranger to be a paladin who lost their divine powers.
The actual Oathbreaker sub-class is very specifically a kind of anti-paladin, who bolsters the undead and hasn't simply broken their oath, they've done so to pursue a dark path that may eventually lead to their becoming a death knight. So an Oathbreaker paladin is very specifically evil, but not the same thing as a paladin who broke their oath. Nice and confusing. 😂
Animate Objects is a good alternative for those that cannot morally use Animate Dead.