Quick Answer
Finger of Death is a 7th-level necromancy spell for Sorcerers, Warlocks, and Wizards. One creature you can see within 60 feet makes a Constitution save. It takes 7d8 + 30 necrotic damage on a failure (average 61.5, minimum 37) or half as much on a success. A humanoid killed by the spell rises at the start of your next turn as a zombie under your command.
Overview
Finger of Death is a single-target damage spell where the flat +30 does most of the work: even a bad roll deals 37 damage on a failed save, and the maximum is 86.
The rider sets it apart from other damage spells. A humanoid killed by the spell comes back as a zombie on your next turn. In the 2014 text, that zombie is "permanently under your command." There's no limit on how many you can make this way, and no recasting to keep control.
The spell has two weak spots. Several undead resist or ignore necrotic damage, and the zombie rider only works on humanoids. Against a lich or a mummy lord, pick something else.
Stat Block
| Property | Value |
|---|
| Level | 7 |
| School | Necromancy |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Material | None |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | CON (half damage on a success) |
| Classes | Sorcerer, Warlock, Wizard |
When NOT to Use This
- •The target resists or is immune to necrotic damage. The 2014 lich, vampire, and vampire spawn resist it; the mummy lord is immune.
- •You want the zombie but the target isn't a humanoid. Giants, fiends, dragons, and beasts don't rise.
- •The target has a huge Constitution save. The 2014 adult red dragon and pit fiend both have +13, so against DC 18 they succeed on a 5 or higher (80%) and take half damage.
- •Several enemies are grouped together. An area spell such as Circle of Death may deal more total damage.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Strong against one high-value humanoid or any target without necrotic resistance. |
| Action Economy | One action for an average 61.5 damage, or 30 on a save. |
| Opportunity Cost | One 7th-level slot. Sorcerers and wizards have one from 13th level and a second from 19th. |
When worth the slot: Finishing a dangerous humanoid caster or warrior, or dealing a large chunk to a boss without necrotic resistance.
When NOT worth the slot: Creatures with necrotic resistance or immunity, or a group of weak enemies.
Upcasting
Finger of Death has no "At Higher Levels" entry. A higher slot doesn't add damage.
Pro Tips
Tip #1: Aim at humanoids who are already hurt.
Why it works: The zombie only appears if the spell kills the humanoid. A failed save kills a target with 55 hit points left about 87% of the time and one with 50 left about 98% of the time. Anything at 37 or fewer always dies on a failed save.
This avoids the mistake of: Casting at a full-health archmage, which has more hit points than the spell's maximum damage.
Tip #2: Pick targets with weak Constitution saves.
Why it works: Spellcasters like the mage and priest have +0 or +1 Constitution saves. They fail against a DC 18 spell 80 to 85 percent of the time.
This avoids the mistake of: Firing it at a gladiator with a +6 save.
Tip #3: Use the zombie as a body, not a fighter.
Why it works: The zombie uses the plain zombie stat block, not the victim's. In 2014 that is 22 hit points, AC 8, and a +3 slam for 1d6 + 1. It is best as a blocker, a scout, or a door-opener for traps.
This avoids the mistake of: Expecting a knight-turned-zombie to fight like a knight.
Tip #4: Warlocks get it as a Mystic Arcanum.
Why it works: In the 2014 SRD, warlocks pick one 7th-level warlock spell at 13th level and cast it once per long rest without a slot. Finger of Death is on the warlock list.
This avoids the mistake of: Thinking it's only for sorcerers and wizards.
Common Mistakes to Avoid
Expecting non-humanoids to rise
Why it's bad: The rider says "a humanoid killed by this spell." An ogre is a giant and a demon is a fiend. They stay dead.
Do this instead: Use Animate Dead or Create Undead if you want undead from other corpses, and check those spells' own limits.
Thinking the zombie keeps the victim's stats
Why it's bad: The spell says it rises "as a zombie." That is the zombie stat block. The victim's gear, spells, and abilities don't carry over.
Do this instead: Plan around a 22-hit-point (2014) or 15-hit-point (2024) zombie.
Forgetting the save still deals damage
Why it's bad: A success halves the damage, it doesn't negate it. The average on a success is about 30.
Do this instead: Count half damage in your kill math. A 2014 priest with 27 hit points still dies about 90 percent of the time on a successful save.
Assuming a downed player character becomes a zombie
Why it's bad: A player character at 0 hit points usually falls unconscious rather than dying. The rider needs the spell to kill the target.
Do this instead: Check the instant death rule: if the damage left over after reaching 0 equals or exceeds the character's hit point maximum, the character dies.
Usage Tips
Worked example: kill odds at DC 18. A 13th-level wizard with 20 Intelligence has a spell save DC of 18 (8 + 5 proficiency + 5 Intelligence). These numbers use 2014 SRD stat blocks at full hit points.
| Target | HP | Con save | Fails on | Kill chance |
|---|
| Priest | 27 | +1 | 16 or lower (80%) | about 98% |
| Mage | 40 | +0 | 17 or lower (85%) | about 85% |
| Knight | 52 | +4 | 13 or lower (65%) | about 62% |
| Veteran | 58 | +2 | 15 or lower (75%) | about 56% |
| Assassin | 78 | +2 | 15 or lower (75%) | under 1% |
| Archmage | 99 | +1 (advantage) | 16 or lower on both dice (64%) | 0% |
- •How the knight row works: It fails the save 65% of the time. A failed save kills it when 7d8 + 30 reaches 52, which means 7d8 rolls 22 or more. That happens about 95% of the time. 0.65 × 0.95 ≈ 62%. Half damage can't reach 52, because the maximum is 86.
- •Archmage: 99 hit points is more than the spell's maximum of 86. Its Magic Resistance gives it advantage on the save, and its 2014 stat block resists damage from spells, so a failed save averages about 30 and a success about 15.
- •Massive damage on a player character: A wizard with 30 maximum hit points and 20 current hit points takes 61 damage. That leaves 41 after reaching 0, which exceeds 30, so the wizard dies instantly and rises as a zombie.
- •2024 stat blocks: Many humanoids have more hit points in 2024. The 2024 mage has 81, so a full-health 2024 mage almost never dies to one cast.
- •Related guides: Power Word Kill to finish a target at 100 hit points or fewer, Disintegrate, and the spell guide index.
Rules Notes
- •One creature you can see within 60 feet. Constitution save.
- •Failure: 7d8 + 30 necrotic. Success: half.
- •A humanoid killed by the spell rises at the start of your next turn as a zombie.
- •2014: the zombie is "permanently under your command, following your verbal orders to the best of its ability."
- •No cap: The text sets no limit on how many zombies you can have from this spell.
- •Monster death (2014 SRD): Monsters normally die at 0 hit points, but the SRD lets the GM give "mighty villains and special nonplayer characters" death saving throws like player characters. Such an NPC isn't killed by dropping to 0, so it doesn't rise.
Synergies
- •Bane first: A target under Bane subtracts 1d4 from its saving throws, including the Constitution save against this spell.
- •Damage before the cast: Bring a humanoid under 60 hit points so a failed save almost always kills it.
- •Animate Dead: Animate Dead zombies need the spell recast every 24 hours to stay under control. Finger of Death zombies (2014) don't.
Anti-Patterns
- •Casting it at an undead creature with necrotic resistance or immunity.
- •Casting it at a full-health target with more than 86 hit points and expecting a kill.
- •Spending your 7th-level slot on a minion that a cantrip would finish.
Tactical Modules
- •Officer removal: Kill the enemy priest or mage leading a group of humanoids. The new zombie then stands among the enemy group on your next turn.
- •Big hit on a boss: Against a boss without necrotic resistance, 61.5 average damage on a failed save and about 30 on a success, with no attack roll to miss.
- •Setup for Power Word Kill: Use Finger of Death to drop a boss with 120 to 160 hit points toward 100 or fewer.
Countermeasures
- •Threat: An enemy necromancer casts it at a party member. Response: Keep the party's hit points high. A player character dropped to 0 normally falls unconscious and doesn't rise. Fallback: Heal downed allies quickly.
- •Threat: The target resists necrotic damage. Response: Use a different damage type. Fallback: Use a spell that targets a weak save instead.
- •Threat: Enemy Counterspell. Response: Bait their reaction first. Fallback: Have an ally hold their own Counterspell to stop the enemy's counter.
Finger of Death in the 2024 Rules
The 2024 SRD keeps Finger of Death as a level 7 necromancy spell for Sorcerers, Warlocks, and Wizards. The range (60 feet), components (V, S), save (Constitution), and damage (7d8 + 30 necrotic, half on a success) are the same.
The zombie rider changed in its wording. The 2024 text says a humanoid killed by the spell "rises at the start of your next turn as a Zombie (see 'Monsters') that follows your verbal orders." The 2014 words "permanently under your command" are gone, but the 2024 text sets no time limit on the zombie following your orders either.
The 2024 zombie stat block is weaker in hit points (15 against 22) but hits a little harder (1d8 + 1 against 1d6 + 1). The 2024 lich is immune to necrotic damage rather than resistant.
Frequently Asked Questions
How much damage does Finger of Death do in 5e?
7d8 + 30 necrotic damage on a failed Constitution save, which averages 61.5 and ranges from 37 to 86. On a successful save, the target takes half.
Does Finger of Death create a zombie?
Yes, if it kills a humanoid. The humanoid rises at the start of your next turn as a zombie that follows your verbal orders. In the 2014 rules it is permanently under your command.
Does Finger of Death work on undead?
It deals damage to undead normally unless they resist or are immune to necrotic damage. The 2014 lich, vampire, and vampire spawn resist it. The mummy lord is immune. Undead aren't humanoids, so they don't rise as zombies.
Is there a limit to Finger of Death zombies?
The spell sets no limit. Each humanoid it kills rises as a zombie under your control.
Can Finger of Death be upcast?
No. The spell has no higher-level effect. Casting it with an 8th- or 9th-level slot deals the same damage.
Does the zombie keep the victim's abilities?
No. It rises "as a zombie," which uses the zombie stat block: 22 hit points in 2014, 15 in 2024, and a slam attack.
Can Finger of Death kill a player character?
It can, if the damage triggers instant death from massive damage or the character is already dying. Otherwise a character at 0 hit points falls unconscious and makes death saving throws, and the zombie rider doesn't apply.
Is Finger of Death good in 5e?
It is a strong single-target damage spell against creatures without necrotic resistance, and it removes humanoid casters with weak Constitution saves. Against creatures that resist or ignore necrotic damage, such as liches and vampires, other spells do more.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.