Cloudkill
ConjurationYou create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Spell Details
Player Guide
Position Cloudkill in chokepoints or areas where enemies cluster together, forcing them to either flee or take repeated poison damage. The fog's ability to spread around corners makes it ideal for controlling corridors and enclosed spaces where enemies cannot easily escape. Use it defensively to cut off enemy reinforcements or offensively to trap high-priority targets. Remember that many creatures have poison immunity, so scout enemy types beforehand.
Spell Combos
DM Tips
Clearly communicate that the fog spreads around corners so players understand the true danger zone. Remember that undead, constructs, and many fiends are immune to poison damage, making this spell less effective against certain enemy types.