Creating a Hiding Spot Instantly Using Fog Cloud in D&D 5e.Allowing Small Creatures to Use Heavy Weapons Using Fog Cloud in D&D 5e.Extending a Ranged Weapon’s Reach Using Fog Cloud in D&D 5e.Negating Enemy Advantages and Ally Disadvantages Using Fog Cloud in D&D 5e.Disabling Truesight Using Fog Cloud in D&D 5e.Disabling Opportunity Attacks Using Fog Cloud in D&D 5e.Disabling Sight-Based Spells and Abilities Using Fog Cloud in D&D 5e.Covering Up Traps Using Fog Cloud in D&D 5e.Creative and Useful Ways to Use Fog Cloud in D&D 5e.Races that Can Cast Fog Cloud in D&D 5e.Subclasses that Can Cast Fog Cloud in D&D 5e.Classes that Can Cast Fog Cloud in D&D 5e.Third Turn: Bandit with Crossbow vs Marshal.Second Turn: Bandit with Short Sword vs Bandit with Crossbow.First Turn: Marshal vs Bandit with a Short Sword.Example Scenario for Using Fog Cloud in D&D 5e.Bottom Line Up Front: What is Fog Cloud in D&D 5e?.If you have no clue how to use it, read this Fog Cloud 5e guide! However, with some creative thinking and imagination, you can tell yourself that Fog Cloud is worth it to pick up. It is kind of weird because of this intricacy, many players think that the spell is pointless. However, there are some interesting mechanics for what goes on inside the fog.įor example, if you and your enemies are inside the fog, all of you neither get a disadvantage nor an advantage on your attack rolls against each other. The placement can be the difference between who becomes at a disadvantage: your team or your enemies. Essentially, it is like the smokes in these games: you need to know where to place it. When you cast the Fog Cloud spell in D&D 5e, you create a heavy fog in a large area (depending on the spell slot level you used to cast it). However, people responsible for smoking areas should know where to put their smoke otherwise, they might put your team at a disadvantage instead. They can be the defining moment between success and failure, as they obscure the enemy’s vision. Yeah, Hollywood cinematic gasoline explosions are a great image, but definitely not what fireball is putting on the table.Suppose you have played first-person shooter games before like CS: GO or Valorant, you would know that smokes are essential in your gameplay. But spells do weird things that are not what might be expected in a real analog. PS–I mean I'm not trying to argue in favor of a non-physics approach. The assertion that its magic supersedes other considerations, because all spells do only what they say they do. I’m not trying to ignore this argument, but mush as suggests, I don’t change magical effect too much based on the environment. Ditto using spun sugar and honey and smoke for same. ![]() The idea being that when waving your hand-adjacent-appendages around means moving, magic wouldn't develop that way. I think creating some expressly underwater-designed spells for those sorts of cultures makes a lot of modified all spellcasting in his aquatic one-shot I played it, everything was essentially psionics instead. Emphasizing difference from surface-world play is *potentially* acceptable, since we're writing new spells anyway. =) But I have a different set of goals than they had, then or now – I'm working on a Under the Seas of Vodari, which goes deep (sorry) on underwater gameplay. I don’t blame the original PH writing team for not taking this approach. A number of them are weird technical things that no *reasonable* DM would care about. I’m currently going through the SRD and looking for weird problems and corner cases when spells are used underwater. ![]() I'm not going to examine every spell and create alternate versions depending on casting environment, and expect them to read a new spell chapter. It's important for me as a DM that my players feel confident that they know at least in general how their tools work. Fire spells become flash boiling or steam (with the commensurate resistance to fire damage that comes from being immersed), fog spells become cloudy (HA!) water or other particulates. I adjust the spell to make sense in the medium. Our experience of the world: that doesn’t make sense. Strict rules parsing: the spells work the same as they would in air. If your #dnd characters are underwater (fully immersed), how would you treat fog- and cloud-based spells?
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