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.
Finally, someone who agrees that raised undead should be allowed to use weapons and armor, I had to convince my dm that by undead horde was allowed to.
So if a Skeleton has 2d8+4 hit points, does that mean they would have up to 2d8 worth of hit dice to roll on a short rest?
Yes, the dice given for calculating a monster's hit-points are their hit dice, same as players would have.
I always rule that zombies can only use simple weapons like clubs to avoid them using stuff like that because it would drastically increase their change rating
I don't agree with most of this. Skeletons and Zombies pretty much turn into one round of you and your party not taking damage for a few attacks at best before they are wiped out. Back in the day you could animate 1 hit dice per level of the caster. That was more useful. This version of the spell is pathetic at best, really only there for role playing purposes.
keep in mind that zombies are idiots and probably won't have proficiency in any weapon.
Of course though, casting [spell]wish[\spell] is definitly worth an army of undead, and much more powerful compared to 8 pixies, that can't actually do damage.
Any round of some or all of your party not taking damage is incredibly valuable, I'd much rather have a worthless zombie take 20+ damage than a party member. Even if you just compare that to what resources you might have had to burn instead on healing, temporary hit-points etc. to get the same or similar benefit it's good value.
It's also worth thinking about what fun things you can do with extra bodies on the field; throwing down crusader's mantle is rarely a bad choice for a party of five, but when you're also giving the bonus to an extra 3+ chaff friendlies you're upping the value considerably. Same with any other area buff; slap a few down at once and you turn a small horde into something really nasty, and maximise the value for every spell or ability used together in this way. When an enemy's in the middle of a mob of your zombies, have someone hit them with dissonant whispers or similar (anything that can trigger movement) and watch the attacks of opportunity roll in, having just effectively doubled the attacks. If zombies are near any Paladin (not just an Oathbreaker) then they add that Paladin's Charisma modifier to saves, especially handy for a zombie's Undead Fortitude, and so-on.
That's why it's rarely useful to look at something in isolation.
Good can never be accomplished by evil means.
Raising the dead isn't evil, at worst it's objectionable or taboo; from a certain perspective it's merely recycling…
Given your avatar, I translate that as "How do I convince everyone else to do only good things, so I can have all the evil to myself?".
While it's true, you need to look at things in its context, the same goes for a third level spell like animate dead. When you first get it at lvl 5 or 6 depending on if you want it for free as a necromancer or not, you have 1 body to do that with. Of course you can use both of your lvl 3 spell slots at lvl 6, but who does that? At lvl 3 there are a number of spells I prefer to take. Even as a Necromancer. Spells like Counterspell, Fireball, Fly, Haste, Hypnotic Pattern, Leomunds Tiny Hut.... It just is not worth it. Up casting only adds to the number, not to the hp. The Necromancer bonus is pathetic to be honest. The creature’s hit point maximum is increased by an amount equal to your wizard level. The creature adds your proficiency bonus to its weapon damage rolls. So at lvl 20 they get 20 hp on top of their initial hp. Not something to be dancing on tables for. Command Undead at lvl 14 doesn't even help out. And the higher you get in lvl the more and better spells appear. So animate dead is a trap. It gives a false sense of security in numbers, but those numbers are made up of straw figures, and you're walking on top of an erupting volcano. Believe me I wanted to like this spell (and the necromancer) in 5e but it's a disappointment.
Don't forget, Warlocks in Tasha's Cauldron of Everything have access to a new Invocation that allows the casting of Animate Dead, as well; so, the class limitations you mention are one fewer.
Great post guys, thanks!
Made a home brew for groups of them (I'm a RTS kinda guy lol) and wanted to cut down on logistics running 24+ groups. my idea was to make a wight a general to control most of them while I handle like 12 myself.
https://www.dndbeyond.com/monsters/1721569-animated-dead-skeleton-horde
https://www.dndbeyond.com/monsters/1721560-animated-dead-zombie-horde
I think this spotlight is lackluster and that in general Animate Dead is a spell composed almost entirely out of tedium.
Animate Dead as a spell relies on tedious math, time tracking, knowledge of action economy, and DM allowances to be good. It always creates a basic skeleton or zombie from a Medium or Small humanoid corpse. This is narratively unfulfilling since all your skeletons and zombies are essentially the same. This is also mechanically unrewarding since a lone skeleton or zombie is frankly not worth much. Multiple skeletons/zombies can break the action economy by providing multiple attacks per turn, but they ALSO; clog up the combat pipeline, are both weak and fragile, take up a lot of space, require HP/stat tracking in combat, and they require extensive maintenance to prevent them from going feral. This means spending several spell slots, doing spell slot math, conserving spell slots JUST for maintenance, and bookkeeping to remember when you last cast the spell on and on which undead. If you have just a couple of undead, they're not worth the spell slots. If you have several of them, they become a perpetual tedium machine that EVERYONE at the table will hate. Also, the spell only works on humanoid corpses, and skeletons/zombies are technically undead corpses...which means you cant recast Animate Dead on your fallen minions.
On top of that, basic skeletons and zombies scale poorly except in large numbers. Undead Thralls which Wizard Necromancers have improves their HP a little bit, and increases their damage, but doesn't improve their chance to hit. Which means the skeletons and zombies end up being slightly harder to kill, and they could theoretically hit hard, if they were able to hit monsters with higher ACs without relying on sheer luck.
Yoink! I'm setting the danger at "each caster must CON save DC 5+final CR". And "the new undead answers only to the "leader" of the casters; if s/he dies in the casting, the undead is uncontrolled!
Agreed, this is often overlooked and folks become dissapointed when they find out it will take 10 rounds to cast.
... I know I was, lol.
Lol