Level 5 Conjuration spell available to Sorcerers and Wizards. A 6m cloud of poison that does 5d8 a turn to everything inside it for ten turns, and you can move it every turn without spending another slot. It is a slow-motion Fireball that keeps going.
Spell description: Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
Spell properties
- Damage: 5d8 Poison per turn
- Damage type: Poison
- Range: 18m (60ft)
- Area: 6m (20ft) radius
- Duration: 10 turns
- Concentration spell
- Save: CON save (half damage on success)
- Conditions applied: Cloudkill. Creatures inside take 5d8 Poison per turn and are Heavily Obscured. The cloud can be recast each turn without a Spell Slot to move it.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Deals an extra 1d8 Poison damage for each spell slot level above the 5th.
How to obtain Cloudkill
- Sorcerer, Wizard at Class level 9
- Circle of the Spores Druids (Circle spell), Circle of the Land Druids (Swamp or Underdark), and Death Domain Clerics (Domain spell) at Class level 9
Source items: Markoheshkir, Scroll of Cloudkill
CLOUDKILL
Level 5 Conjuration SpellCraft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn. The cloud Heavily Obscures everything within it.
On save: Targets still take half damage.
AREA: CLOUDKILL
Condition: Cloudkill
- While inside the cloud, the creature takes 5d8 Poison damage every turn.
- Constitution Saving Throw for half damage.
- Creatures immune to the Poisoned condition, including anyone under Heroes’ Feast, take no damage.
When to cast Cloudkill
Cast it on a group and then keep pushing it onto them. The recast is free while you Concentrate, so every turn you spend an Action to drag the cloud wherever the enemies ran to. Over four or five turns it does far more total damage than any single blast.
It also blocks vision. Heavily Obscured means archers and casters inside the cloud cannot see out and nobody can see in, which shuts down a ranged enemy line while poisoning them.
The weakness is Poison. Undead, constructs, and a lot of Act Two shrug it off, and anything Poison-immune takes nothing at all. Check the enemy roster first, and do not walk your own party into it, because it hurts you exactly the same.
Upcasting to Level 6 is currently bugged and makes the cloud invisible, which sounds funny until enemies stop trying to leave it. Cast it at Level 5.










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