Cloud of Daggers - D&D 5th Edition Spell Book

Cloud of Daggers
Cloud of Daggers Image

Cloud of Daggers Spell Effects

2nd-level conjuration


Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a sliver of glass)

Duration: Concentration, up to 1 minute


You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or stars its turn there.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.


All information on Cloud of Daggers comes from the DnD Player's Handbook.

Cloud of Daggers DnD Spell

Classes That Can Cast Cloud of Daggers

The following classes from the player's handbook can cast cloud of daggers:


Cloud of daggers is honestly a pretty strange spell. As you'll see below, it's not very powerful (nor does it make a lot of sense, in my personal opinion). Cloud of daggers seems more like something a bard player came up with one time, and then the spell somehow made it into the official game.


Otherwise, it's a little hard to imagine why any spell caster would create a literal cloud of what I imagine to be spinning daggers.


Cloud of Daggers Spell Effectiveness

Damage 2nd-Level Spell 3rd-Level Spell 4th-Level Spell 5th-Level Spell 6th-Level Spell 7th-Level Spell 8th-Level Spell 9th-Level Spell
Damage Dice 4d4 6d4 8d4 10d4 12d4 14d4 16d4 18d4
Average Damage 10 15 20 25 30 35 40 45
3-Target Damage from Burning Hands 42 52 63 73 84 94 105 115
Average Fighter DPR 15 19 23 27 30.5 34 37.5 41

Spell Damage

The table above compares cloud of daggers to burning hands 5e, a 1st-level evocation spell, and to a fighter's average damage per round. The biggest thing to note here is that cloud of daggers is not a ranged spell attack, and it doesn't require a saving throw. Instead, if a target begins their turn in the affected area, or moves through it, they automatically take damage. So, though the damage represented in the table above appears quite low comparatively, burning hands and the fighter's represented damage are calculated without factoring in hit chance, so their true values would be quite a bit lower in some cases.


Cloud of Daggers Usefulness

Cloud of daggers basically has two features that make it useful:

  • The spell does not require a hit chance. Since it's neither a ranged spell attack nor requires a saving throw, when you cast the spell on a target, when that target begins their next turn, they automatically take damage.
  • Furthermore, the spell can be maintained with concentration, meaning that you can cast the spell at a choke point, forcing enemies to walk through your cloud of daggers to get to you. If there is no such 5-foot sq. choke point in your environment, however, then this additional advantage disappears.


Since Cloud of Daggers does not require any kind of hit chance, you should cast the spell on enemies who:

  • Have very high AC and are therefore resistant to spells such as chromatic orb and chill touch 5e.
  • Have very high Dexterity saves and are therefore resistant to spells such as burning hands, call lightning 5e, and even cantrips like acid splash 5e.


If there happens to be a choke point on the battlefield such as a 5-foot wide tunnel, or perhaps a 5-foot wide bridge that enemies have to cross, cloud of daggers could actually be an amazing spell choice. If you can center cloud of daggers on an enemy, dealing damage, and then force others to either not pass through the cloud of daggers at all, or push past and take more automatic damage, then the spell could really shine.


Honestly, if you had some choke point with an area you were trying to defend for 1-minute or less (the spell's duration), cloud of daggers could actually work like an improved alarm 5e, as not only would you be alerted to enemies crossing through - via their screams of pain - but yes, you would also deal damage with your alert system.


Slashing Damage Resistances, Immunities, and Vulnerabilities

In the D&D monster manual there are 6-monsters with slashing damage resistance, only 2-monsters with slashing damage immunity, and 0-monsters with slashing damage vulnerability. Of all the damage types, slashing damage is one of the least resisted, and is pretty much secure as a good spell damage choice almost no matter what you're facing.



Cloud of Daggers Choke Point

Combine Cloud of Daggers with the Following Spells

Most DnD spells have some kind of other spell type that they mix well with, whether they increase hit chance, give more actions, or increase defenses, etc. With cloud of daggers, I wouldn't really say that there are many directly beneficial support spells, though I suppose that there are a few that could work well together.

  • Banishment 5e: say that you've cast banishment on an extra-planar enemy. Once the 1-minute spell effect from banishment is up, that being will be banished from your current plane for good - or that is, at least until they find a way back. In any case, if you can use cloud of daggers to protect an ally while they concentrate on banishment, this combination could make for a very successful combat encounter.
  • Blindness Deafness 5e: this is a pretty mean combination, but imagine blinding an enemy, then casting cloud of daggers right in front of them. Since they're blind, chances are high that they could walk right into your spell. Of course, you could always just cast cloud of daggers right in their space to begin with, so blinding them isn't really necessary. But I imagine that being slashed by a cloud of daggers while blinded would be significantly more terrifying than the spell's usual effect.
  • Cause Fear 5e: if your goal is to prevent enemies from attacking you - say especially if you have a choke point with cloud of daggers set up - then a spell like cause fear could also be helpful to use, especially against any ranged characters who wouldn't need to pass through cloud of daggers in order to attack you. Note, however, that since cloud of daggers in also a concentration spell, you'd need to coordinate cause fear with one of your other party members.
  • Charm Person 5e: similar to cause fear, you could charm enemies with enough range or spells to avoid cloud of daggers.
  • Spiritual Weapon 5e: since spiritual weapon can be moved away from you, and is immune to damage, you could cast cloud of daggers, then send your spiritual weapon after your enemies, beyond the choke point. Spiritual weapon is also a concentration spell, however, so an ally would need to cast this spell.


Cloud of Daggers Counters

So many spell effects are more or less nullified by the fact that cloud of daggers doesn't require a ranged spell attack or even a saving throw. However, as always, silence 5e is a nice choice to prevent the spell from ever being cast, in the first place. If you're charging into a choke point and you're facing a bard, sorcerer, warlock, or wizard, you can be sure that they're thinking about cutting off the choke point with cloud of daggers, so silencing them ahead of time could be a great move.


Additionally, the relatively useless cantrip blade ward 5e actually has some great value against cloud of daggers as it grants you resistant to slashing damage for 1-round. If you need to charge through a choke point that's covered by cloud of daggers, cast blade ward and run in. You'll certainly find yourself far better off than if you'd run through without the slashing damage resistance, that way.


Cloud of Dagger-Type Spells in Eternity TTRPG

Finally, I'll share a bit about the Eternity TTRPG Game System. I realize that you came here for information on cloud of daggers, but maybe you've been thinking about checking out other TTRPG systems. If that's the case, then I'll keep it short: Eternity TTRPG allows for multiple players to act as the game master at various times during your campaign. The game also features very fast-paced combat encounters, and every class/ character feels like it has something meaningful to contribute, while also being equally useful.


Below, I've included a sample spell for you that somewhat represents the general purpose of cloud of daggers. You can take a quick look to see if you like the game's flavor. If so, there are links below for where you can find the game.

Chaosmancer Class Icon

Chaosmancer - Core Class Spell

Gravity (Magic): 8Range, creates a “Gravity” space that remains for Battle Duration. Every turn, up to 3 enemies in 8Range of the “Gravity” space, -3Faith vs. Resilience, all affected targets are either pulled up to your Range+ value towards the “Gravity” space, or pushed up to your Range+ value away from the “Gravity” space, at your choice.

           You can only have one “Gravity” space active at a time. You can instead choose to continually maintain this Spell for 3Inspiration, making it an Instant Action at the start of every Battle.

(Double-Hit): pulled or pushed your Range+ value +4. *Double-Hit can only affect one target, per turn.

(Dazed): the effect from “Gravity” is temporarily interrupted while you are Dazed.

  • (Chaos Stream) If this spell hits, affected targets also have -3Initiative for 1turn. You can instead choose to continually maintain this Critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
  • (Mirror Star) Whenever an enemy is pulled into the “Gravity” space, -10Faith vs. Will, deals 1damage. This Critical cannot Double-Hit or give a Block. You can instead choose to continually maintain this Critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
  • (Celestial Energies) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn.


Though cloud of daggers is aesthetically far away from creating a point of gravity on the map, functionally, they have similarities. Gravity pulls (or pushes) enemies away from you, and the "Mirror Star" Critical option allows you the chance to deal damage whenever enemies are pulled into the point of gravity. Overall, it's an effective way - choke point or not - to protect yourself, positionally, from enemies.


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
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