Doomtide
2024 Rules
- Level & School
- 4th-level conjuration
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (soot and a dried eel)
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Cleric, Warlock
You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's unusual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to any other casting of Doomtime as a Circle spell.
When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
Doomtide 5.5e 2024 vs. 5e 2014 edition differences
Doomtide is a new spell for the 2024 edition.
Doomtide popularity
Doomtide is a seldom chosen level 4 spell. Choosing it adds a unique option to your spellbook.
- Bottom 25% level 4 Bard spell
- Bottom 10% level 4 Cleric spell
- Bottom 25% level 4 Warlock spell
Spells similar to Doomtide
Hunger of Hadar 3rd-level conjuration
It creates a persistent, dark, damaging zone that harms and penalizes creatures inside and shares the same warlock flavor and area-of-effect play pattern.
Evard's Black Tentacles 4th-level conjuration
A 4th-level conjuration that produces a lasting area on the battlefield which damages and interacts with every creature that enters or ends its turn there.
Cloudkill 5th-level conjuration
A moving, sustained cloud that forces repeated saves and deals area damage while reshaping the battlefield as it drifts away from the caster.
Flaming Sphere 2nd-level conjuration
A conjured sphere you can position to repeatedly damage creatures it touches, giving a similar mobile, zone-control approach to dealing repeated harm.
Wall of Fire 4th-level evocation
A 4th-level persistent area that inflicts damage over time to anyone inside or who crosses it and serves as a strong battlefield-shaping option.