You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes that damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Casting Time: Action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
School: Level 2 Conjuration
Player’s Handbook 2024, pg. 251
Who can cast Cloud of Daggers? Bards, Sorcerers, Warlocks, and Wizards have Cloud of Daggers on their class spell lists.
| Category | Score |
|---|---|
| Combat Rating | 9/10 |
| Exploration Rating | 1/10 |
| Social Rating | 1/10 |
| Raw Power | 9/10 |
| Versatility | 6/10 |
| Efficiency | 9/10 |
| Upcast Scaling | 8/10 |
Learn more about how my spell rating system works
Cloud of Daggers 5e
In DnD 5e, Cloud of Daggers is the small-space, big-damage area of effect spell that can lay down oodles of pain with proper setup. It’s also a spell that’s frequently misunderstood, which I hope to clear up.
So let’s get into all the fun ways to bring a Cloud of Daggers to your next DnD session.
How Does Cloud of Daggers Work in 5e?
Cloud of Daggers can affect up to 4 squares and deals 4d4 (10 average) slashing damage to any creature in the spell’s area. It also deals damage immediately when a creature enters its space or when a creature ends its turn in its space (but can only deal damage once per turn). Keep in mind that each creature has its own turn, so it can still trigger damage multiple times per round of combat.
Cloud of Daggers can last for up to 1 minute (concentration allowing) and can deal damage multiple times per round of combat. You can move the Cloud on your time by spending an action. The cloud teleports (i.e., doesn’t affect creatures in its “path”) to a space within 30 feet of its current location, instantly dealing damage to any creatures in the space you teleport it to.
Lastly, Cloud of Daggers can be upcast, dealing an additional 2d4 (average 5) slashing damage for spell slot above 2nd.
How did Cloud of Daggers change in the 2024 PHB?
The 2024 update fundamentally changes the mechanics of Cloud of Daggers, converting it from a stationary trap into a mobile tactical nuke. The key changes are:
- Immediate Damage: The spell now deals damage immediately when cast. In 2014, it did nothing until the creature’s turn began (or they entered it).
- Teleportation: You can now take a Magic action to teleport the Cube up to 30 feet. This allows you to chase enemies, though it does not damage creatures in the path between the origin and destination. The creatures in the space you teleport it to immediately take damage.
- Hazard Timing (Ends Turn): The passive damage now triggers when a creature ends its turn in the area (previously starts). This makes grappling and restraining effects important to secure the secondary damage (but not 100% vital, since you can now move the cloud).
Both the old and new version can only deal damage once per turn – this can still trigger multiple times per round (if an ally pushes them back into the area of their turn, for instance.
Spell Rating: Cloud of Daggers
Overall: ⚔️ A-Tier (Guaranteed Damage)
Contextual Performance (1-10)
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Combat: 9/10. The 2024 revision removes the two flaws Cloud of Daggers had: the inability to move the small AoE and the delay in damage application. It now functions as a guaranteed-hit single-target nuke that leaves a hazard behind. Because it deals damage immediately upon casting, immediately upon moving, and when a creature ends its turn there, it offers unrivaled consistency. Because it relies on neither Attack Rolls nor Saving Throws, it bypasses high AC/saving throws and Legendary Resistances completely.
Here is a breakdown comparing Cloud of Daggers against Shatter (2nd Level):
Scenario Spell Formula Average Dmg Cast on Target Cloud of Daggers 4d4 10 (Guaranteed) Cast on Target Shatter 3d8 13.5 (6.75 on Save) Grapple Combo
(Cast + End Turn)Cloud of Daggers 4d4 + 4d4 20 (Guaranteed) While Shatter can hit more targets, Cloud of Daggers has a 0% failure rate. There is no Dex save to avoid the damage it deals
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Exploration: 1/10. It remains a localized shredder. Maybe a DM would let you slice up a barrier with it? But no, it’s not an exploration spell.
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Social: 1/10. Lethal magic is not a social tool.
Core Metrics (1-10)
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Raw Power: 9/10. The damage floor is high because of the “Double Dip” potential. If you cast it on a creature (10 damage), and your ally grapples it so it cannot move, it ends its turn in the cube (10 damage). That is 20 damage for a 2nd-level slot with no rolling required. Pair it with Entangle, and you can multiply that damage even further.
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Versatility: 8/10. The new Magic action allows you to teleport the Cube. If your target dies or flees, you can simply teleport the cloud onto a new target on your next turn. This guarantees damage without rolling, ensuring your turn is never wasted.
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Efficiency: 9/10. Near perfect efficiency. No slots wasted on misses or successful saves. Ability to trigger the damage on multiple rounds of combat for just one spell slot.
Upcast Scaling: 8/10. +2d4 (5 average) per level.
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Level 3: 15 damage.
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Level 4: 20 damage.
Because this damage triggers on casting, moving, entering, and ending turns, the accumulated value of higher-level slots is exceptional compared to “save for half” spells.
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Playstyle and Synergy
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Playstyle: Essential for Bards, Sorcerers, Warlocks, and Wizards. It is the ultimate “Boss Killer” spell for Tier 1 and 2 (no saving throws or attack rolls; it literally can’t miss).
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Party Synergy: High. Because the hazard damage triggers on “End of Turn,” this spell now requires a Grappler (Monk, Barbarian, Fighter) to keep the enemy inside. That or restraining effects, like Entangle, to hold multiple enemies in close proximity of each other (and the blades).
Player Tip: The “Initiative Trap”
Because the 2024 version triggers hazard damage when a creature ends its turn in the area, Initiative Order is critical.
If you cast Cloud of Daggers on an enemy who acts immediately after you, they will likely just walk out of the cube, taking only the initial casting damage (unless you move it). The optimal setup requires a teammate to act between you and the enemy.
- You: Cast Cloud of Daggers on the target (Immediate Damage).
- Ally (Fighter/Barbarian): Grapples or Restrains the target, keeping it inside the Cube.
- Target: Takes its turn, cannot move, and ends its turn in the Cube (Hazard Damage).
Coordinate with your party to delay turns if necessary to set up this trap!
How to Use Cloud of Daggers in 5e
Here are a few ideas on how to use Cloud of Daggers in your next DnD session:
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Pair with push/pull effects. This is the real secret sauce to make Cloud of Daggers go from a pretty good spell into an absolute monster source of pain. A few examples for pairing with Cloud of Daggers, either yourself or with fellow party members, include:
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Warlock’s Eldritch Blast invocations: Using Grasp of Hadar and/or Repelling Blast can pretty much guarantee that you can trigger Cloud of Daggers damage on multiple rounds of combat as long as the spell and your allies are strategically placed. And it’s a cantrip, so it’s easily replicable.
Even just shoves (Shield Master feat anyone?) can make it easy to blend up baddies with your glorious Cloud of Daggers.
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Pair with Grapple. Casting Cloud of Daggers around your group’s grappler is a great way to guarantee an immense amount of damage from the spell.
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Pair with other effects that restrain movement. Spells like Hold Person and Web can do a decent job of accomplishing the same thing that grapple accomplishes — making sure a creature takes multiple rounds of damage from one casting of the spell.
Beyond that, several conditions can reduce a target’s movement to 0, effectively guaranteeing multiple instances of CoD’s damage. Those conditions are:
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Unconscious
Any spell or effect that causes those conditions (especially for multiple rounds) can make Cloud of Daggers do silly amounts of automatic damage. Still, grappling is superior, since you deal damage on the grappler’s turn when they pull the creature out and back into the daggers, as well as at the start of the creature’s turn.
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Block narrow paths. Creating hazardous terrain doesn’t need to just be about dealing mad damage — it can also be used for battlefield control. Shutting down escape routes, making “rock-and-a-hard-place” scenarios, and creating single-file clusters can all help shut down your enemies’ options.
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Watch out for allies. The hazardous terrain thing is a double-edged sword, so make sure you don’t trap allies the same way that Cloud of Daggers is used to trap foes.
What Are the Rules for Cloud of Daggers in 5e?
The rules for Cloud of Daggers in the 2024 update are as follows:
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Cloud of Daggers affects 1-4 squares. Originally a controversial answer on Sage Advice and later codified in the Sage Advice Compendium, the game’s developers have left it up to DMs to decide whether AoE effects need to “snap” to a grid or not (SAC).
Cloud of daggers (5 ft. cube) can affect 1+ squares on a grid, unless the DM says effects snap to the grid. #DnD https://t.co/iEAbbx4eBT
— Jeremy Crawford (@JeremyECrawford) December 4, 2015
@DnDPaladin It does, indeed, fill a 5 ft. cube, but there are many ways to position that cube on a grid.
— Jeremy Crawford (@JeremyECrawford) December 4, 2015
In any case, the space that Cloud of Daggers affects is a 5-foot cube, meaning it affects the equivalent of 1 square on a 1 square = 5 feet battle map. Lazy artist’s rendering:
OOO
OXO
OOOOnly the X square is affected; all creatures on O squares are completely safe from Cloud of Daggers.
However, a DM may allow a player to cast Cloud of Daggers on the intersection of two or even four squares if they’re using Xanathar’s rules for the template method on AoE spells (XGtE 86). In that case, Cloud of Daggers would look like:
OOO
OXX
OOOor
OOO
OXX
OXX -
The spell deals damage immediately on cast. Unlike the 2014 version, you do not wait for the creature’s turn. The text states: “Each creature in that area takes 4d4 Slashing damage.” This makes it a reliable “nuke” on your turn.
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The Cloud teleports, it does not move linearly. You can take a Magic action to teleport the Cube up to 30 feet. It disappears and reappears in the new space. It does not damage creatures in the path between the two points.
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Hazard damage occurs at the END of a turn. The passive danger of the spell has shifted. A creature takes damage if it enters the area or if it ends its turn there. This is a distinct change from the 2014 “starts its turn” rule.
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You cannot “Double Dip” on a single turn. The spell specifies: “A creature takes this damage only once per turn.” This means you cannot grapple a creature and drag them in and out of the area to keep triggering the damage over and over again on the same turn. But remember, it can still trigger multiple times per round (like on your turn, then on your allies turn, then on your next allies’ turn, then on the target’s turn).
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Cloud of Daggers damages allies. The spell targets “each creature” in the area. Be careful when teleporting the cube into a melee scrum.
Cloud of Daggers 2024 FAQ
- Can I move Cloud of Daggers? Yes. You can use a Magic action to teleport the Cube up to 30 feet to a new space.
- Does teleporting the Cloud onto an enemy damage them? Yes. If the Cube appears in a creature’s space, they take the damage immediately.
- Does the Cloud damage enemies in its path when it moves? No. The spell teleports. It disappears from its current location and reappears in the new one, bypassing any creatures in between.
- When does the “Hazard” damage trigger? A creature takes damage if it enters the Cube (for example, if pushed) or if it ends its turn there. This is a change from 2014, which triggered at the start of the turn.
2014 Cloud of Daggers (Legacy Version)
The text below covers the version of Cloud of Daggers found in the 2014 Player’s Handbook. I have preserved this section for players running legacy campaigns or using older modules that haven’t updated to the 2024 rule set.
If you are playing with the 2024 rules, use the guide at the top of this page.
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 starts 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.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
School: 2nd-level conjuration
Player’s Handbook, pg. 222
How Other Conjuration Spells Work in DnD 5e
5e Create Bonfire
5e Infestation
5e Mage Hand
5e Sword Burst
5e Entangle
5e Find Familiar
5e Ice Knife
5e Flaming Sphere
5e Healing Spirit
5e Misty Step
5e Web
5e Call Lightning
5e Sleet Storm
5e Spirit Guardians

