Animate Army (5e Spell)
3rd-level necromancy (ritual) | |
Casting time: | 1 action |
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Range: | 30ft |
Components: | a drop of blood per undead summoned |
Duration: | up to 10 minutes concentration |
As an action on your turn, you can pull undead from the ground, you can pull an amount of undead from the ground equal to or less then your spell casting ability modifier +1(min 2). The undead you pull from the ground do not come back to life when they drop to zero hit points, have a wisdom score of 9 and don’t have proficiency in wisdom saving throws but otherwise act as and are zombies(the DM can add their stats to gather by doubling their damage, buffing the HP and giving two attacks for a swarm of 4 zombies instead of each zombie being individual). You can spend an action to control your undead. When you attempt to control your undead the undead get to make a wisdom saving throw against your spell DC, on a success, the undead no longer obey your command and know they were controlled giving them a high likely hood of attacking the summoner, a freed undead has no reason to attack a creature that has done nothing to it. On a failed saving throw, the undead will continue to follow your command(if you do not command them on your turn they still make the save). In addition, if you lose concentration, the zombies no longer obey your command. once the spell ends the zombies melt back into the earth and vanish. This spell ends early if you are unconscious, restrained, or if you choose to end it, (if the zombies stop obeying your command you must wait 30 seconds before ending it). In addition the zombies wisdom modifier increases as more of them are summoned or as the DC raises(the increase and when it increases is determined my the DM). You can only have one animate army spell active at the same time
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you gain one additional zombie for every spell slot above 3rd level.
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