So Undead Thralls adds Animate Dead to your spellbook if it isn’t already there, at level 6. You can get a free spell by holding off on Animate Dead until level 6, but why would the Necromancy school of all schools encourage a Wizard to use this spell later than all other classes? Or you take it at level 5 like any other Wizard could, and miss out on the free addition to your spellbook.
Both of those seem more like a punishment than a benefit. I was considering homebrewing this to grant an additional Necromancy spell (of level 3 or lower), but I want to make sure I’m not missing some strong benefit of this first.
I am developing a campaign were the party is tracking down a group of ancient powerful mages. These mages would have undoubtedly sought undeath to extend their existence and I didn’t just want them to all become liches. I wanted to see if there are other alternatives that are likely (such as Vampire or Mummy Lord) that make sense.
Just to make sure this is all RAW:
A level 5 Cleric uses it’s one channel divinity to cast Turn Undead. The zombies in the area that fail the save are instantly destroyed. The zombies that passed are now turned and will move as far away as possible during their turn.
My question is if a higher challenge rating undead is in the area which of these statements are correct?
The higher CR undead fails the save and starts turning/The higher CR undead passes the save and is unaffected.
The higher CR is unaffected either way.
Former or latter?
Here is the background. So, I am playing in a campaign where I have a homebrew spell with allows me a Zombie-like companion (basically a Zombie with additional HPs).
If I cast the spell every 8 hours for 8 days, I get to keep it as a permanent companion. However, I’m trying to work out how I can restore or increase its HPs, so that it doesn’t die (lol) on me.
Would a Zombie companion (un)naturally recover HPs each day?
This is not a question about “healing” an undead creature such as a zombie.
Would creating undead minions be considered an evil action in PFS, and therefore earn Infamy? I’m not keen on GMing for a necromancer or anti-paladin type character, but also don’t want to deny a player’s choices outright. It seems like a necromancer (sans undead minions) is distinctly different than someone with an undead horde. This line of questioning extends to fiendish summoning, etc.
Being a summoner, I really love the idea of having minions fight for you but I just can’t seem to find the right spells and class for having a ton of monsters/minion to fight.
Fantasy novels are rife with evil necromancers controlling hordes of undead…and they also make great BBEGs! But what if a PC wanted to do the same thing?
I’d like to see how big of an army a 5e D&D character could raise and control. Let’s assume this character is 20th level, can be of any published class or class combo, only wants to make an army of permanent skeletons (they smell better than zombies!), has a 20 for any relevant ability score, and has access to any non-artifact magic item.
As an example, let’s assume the character is a wizard and is using the Animate Dead spell which says
This spell creates an undead servant.
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.
My math says this wizard could create 83 skeletons the first day, but would only be able to control 60 of them thereafter. This is a LONG way from anything resembling an army…and the wizard would have to burn every single spell slot of 3rd level or higher, every single day, just to keep these 60 in line.
So, let’s get creative!
I’m brand new to 5e and want to play a cleric. When I last played over 30 years ago, cure wounds could heal a PC or damage undead. Is that still the case?
My players will soon be going into a dungeon that is an old abandoned dwarven mine. I plan to have there be a mushroom-like entity or something that has taken over the mine and is the reason the mine is abandoned. (invaded and killed a few of the miners)
My question is if the mushroom entity uses its spores to grow fungus on the dead bodies and control them would they count as undead for the purpose of a cleric’s Turn Undead feature?
In the 5e D&D PHB, the spell ‘Animate Dead’ states that:
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
3.5e ‘Animate Dead’ states that:
The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
This suggests that the spell (as its affects are instantaneous) is therefore permanent. Unanimated Dead Creatures (objects) therefore transform into Animated Undead Creatures, and then when killed are ‘destroyed’, meaning they cannot be raised again as they are now Unanimated Undead Creatures.
Is there any mechanical way you can dismiss undead and have them return to a de-animated state as either dead objects or undead creatures? Would this hold past the 24-hour mark as it is technically a single, final ‘command’? For the record, this pertains to 5e, I’m just referencing 3.5e as 5e is a bit ambiguous in the PHB as to undead duration and destruction.
The only consistent solution to get rid of spare undead seems to be allow control to expire and abandon them (thus setting evil undead free) or get the party to wail on them (which can be tedious and time consuming).