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.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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