Finger of Death
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
At a Glance
Level
7th
School
Necromancy
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No
How Finger of Death Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
| Saving Throw | Constitution |
Damage
7d8 + 30 necrotic(Constitution)
At Higher Levels
When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th.
Common Mistakes
Common Mistake
Forgetting the flat +30 damage bonus - average damage is 61.5
Common Mistake
Not tracking zombies created by the spell
Common Mistake
Thinking non-humanoids can become zombies - only humanoids
Common Mistake
Forgetting the zombie is permanent and doesn't require concentration
DM Tips
DM Tip
Excellent single-target damage with great average (61.5)
DM Tip
The zombie creation is a significant bonus effect
DM Tip
Evil NPCs should definitely use this - it's narratively perfect
DM Tip
The permanent zombie control can lead to interesting roleplay moments
Frequently Asked Questions
Sources & Further Reading
- Finger of Death — D&D 5e Wikidot — Full SRD text
- Finger of Death — Roll20 Compendium — Structured reference
- Finger of Death — D&D Beyond — Official digital reference