Xeviat
Dungeon Mistress, she/her
Just got done playing (as a player, not a DM!) "Rime of the Frostmaiden" as a Life Cleric, and it was fun being on the other side of the DM screen for once in a long time. One of the other players was playing a Necromancer Wizard, and I saw them be incredibly frustrated with how long it took for them to get their Animate Dead spell. It was kind of weird for a necromancer to take so long to really be able to be a necromancer.
I started talking with the other player about trying to redesign the Animate Dead spell to be a 1st level spell. For reference, here's the existing spell's text:
I have always been under the impression you could only have up to 4 skeletons/zombies under your control with the 3rd level animate dead, but it seems like if you wanted to use more 3rd level spell slots reasserting control you could.
But, going off that assumption, what if you could animate (and maintain control of) 1 skeleton/zombie with a 1st level slot (and trying again would make you lose control of any before), and you needed to use higher level slots to maintain more? If the +2 per level was maintained, then it would be a straight buff to the 3rd level version, but I'm more concerned about 1st level.
How bad would having a skeleton or zombie pet be at 1st level?
Now, if Animate Dead had a slight nerf that you had to use your bonus action every round to command them (that they wouldn't just keep following their last command), then the spell could be comparable to Spiritual Weapon in its output, except that the attack isn't based on your stats (so the to hit and damage are lower), it lasts longer, but it has its own HP. Having its own HP is a double edged sword; it means it can take hits for you, but it also means it can be destroyed (spiritual weapon can't be destroyed except for dispel magic).
Comparing it to spiritual weapon might mean it needs to be 2nd level. But, lets look at the damage a 1st level spell would deal on its own? Chromatic Orb does 3d8 (13.5); Burning Hands does 3d6 (10.5). Chromatic Orb would be enough to down the skeleton on an average roll.
If we had a Wizard vs. Wizard at 1st or 2nd level, one who cast animate dead for a skeleton, one who cast mage armor, how comparable are they?
Thoughts?
I started talking with the other player about trying to redesign the Animate Dead spell to be a 1st level spell. For reference, here's the existing spell's text:
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you choose bones or a zombie if you choose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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. The use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
I have always been under the impression you could only have up to 4 skeletons/zombies under your control with the 3rd level animate dead, but it seems like if you wanted to use more 3rd level spell slots reasserting control you could.
But, going off that assumption, what if you could animate (and maintain control of) 1 skeleton/zombie with a 1st level slot (and trying again would make you lose control of any before), and you needed to use higher level slots to maintain more? If the +2 per level was maintained, then it would be a straight buff to the 3rd level version, but I'm more concerned about 1st level.
How bad would having a skeleton or zombie pet be at 1st level?
Skeleton
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8+4)
Speed 30 ft.
STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8+9)
Speed 20 ft.
STR 13 (+1), DEX 6 (-2), CON 16 (+3), INT 3 (-4), WIS 6 (-2), CHA 5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Now, if Animate Dead had a slight nerf that you had to use your bonus action every round to command them (that they wouldn't just keep following their last command), then the spell could be comparable to Spiritual Weapon in its output, except that the attack isn't based on your stats (so the to hit and damage are lower), it lasts longer, but it has its own HP. Having its own HP is a double edged sword; it means it can take hits for you, but it also means it can be destroyed (spiritual weapon can't be destroyed except for dispel magic).
Comparing it to spiritual weapon might mean it needs to be 2nd level. But, lets look at the damage a 1st level spell would deal on its own? Chromatic Orb does 3d8 (13.5); Burning Hands does 3d6 (10.5). Chromatic Orb would be enough to down the skeleton on an average roll.
If we had a Wizard vs. Wizard at 1st or 2nd level, one who cast animate dead for a skeleton, one who cast mage armor, how comparable are they?
Thoughts?