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    Quick Answer

    Fog Cloud is a 1st-level conjuration spell for Druids, Rangers, Sorcerers, and Wizards. You fill a 20-foot-radius sphere centered on a point within 120 feet with fog. The area is heavily obscured, so anyone trying to see something inside it is effectively blinded. It lasts up to 1 hour with concentration, or until a moderate wind (at least 10 miles per hour) disperses it. Each slot level above 1st adds 20 feet to the radius.

    Overview

    Fog Cloud blocks sight. It deals no damage and forces no saves. It changes who can see whom, and a lot of the combat rules depend on sight.

    Inside a heavily obscured area, a creature trying to see something there is treated as blinded. Attack rolls against a target you can't see have disadvantage. Attack rolls against a creature that can't see you have advantage. Spells that need "a creature you can see" can't pick a target hidden in the fog. Opportunity attacks need the attacker to see the creature leaving its reach.

    That cuts both ways. Your allies are just as blind inside the fog as your enemies. Fog Cloud is strongest when only one side needs to see: when you're running away, when enemy archers outnumber you, or when a caster on the other side relies on targeted spells.

    The fog also stays put. It doesn't move with you, and a strong enough wind ends it early.

    Stat Block

    PropertyValue
    Level1
    SchoolConjuration
    Casting Time1 action
    Range120 feet
    ComponentsV, S
    MaterialNone
    DurationUp to 1 hour
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesDruid, Ranger, Sorcerer, Wizard

    When NOT to Use This

    • •Your side wins on ranged attacks and targeted spells. Fog hurts you as much as the enemy.
    • •The enemies have blindsight. Oozes, bats, and the 2014 giant spider perceive without sight within their blindsight range.
    • •Your healer needs to see allies. Healing Word needs a creature you can see.
    • •The fight is outdoors in a breeze. A moderate wind (10 mph or more) disperses the fog in 2014.
    • •You are already concentrating on a stronger effect.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyHigh for a 1st-level slot when it shuts down archers or covers a retreat.
    Action EconomyOne action to change every sight-based interaction in a 40-foot-wide area.
    Opportunity CostConcentration, which you might want for a stronger spell.

    When worth the slot: Escape, protecting a group from many archers, or stopping a caster's targeted spells.

    When NOT worth the slot: Melee-on-melee brawls where both sides are already adjacent.

    Upcasting

    Slot levelRadiusDiameter
    1st20 feet40 feet
    2nd40 feet80 feet
    3rd60 feet120 feet
    4th80 feet160 feet
    5th100 feet200 feet

    A 3rd-level slot covers a 120-foot-wide area, enough to hide a camp, a ship's deck, or a whole bridge.

    Pro Tips

    Tip #1: Use it to break line of sight on a retreat.

    Why it works: An enemy that can't see you can't make an opportunity attack against you. Inside the fog, you can walk away from melee without Disengage.

    This avoids the mistake of: Taking free swings from three enemies as your party falls back.

    Tip #2: Drop it on archers' targets, not on the archers.

    Why it works: Archers outside the fog can't see into it, so they attack anyone inside with disadvantage. Your party stays inside and the archers lose most of their damage.

    This avoids the mistake of: Blinding your own archers along with theirs.

    Tip #3: Deny targeted spells.

    Why it works: Many spells need a creature you can see: Hold Person, Charm Person, Healing Word, Misty Step's destination. An enemy caster outside the fog can't target your party members inside it.

    This avoids the mistake of: Trading spells with an enemy caster on even terms.

    Tip #4: Hide in it.

    Why it works: In 2014, a heavily obscured area is a place where you can try to hide. In 2024, the Hide action requires being Heavily Obscured or behind cover. Rogues and rangers can use the fog to set up hidden attacks.

    This avoids the mistake of: Leaving your stealth characters with nowhere to hide on an open field.

    Common Mistakes to Avoid

    Assuming fog gives you advantage

    Why it's bad: If you and your target are both inside, neither can see the other. You have disadvantage for not seeing it and advantage because it can't see you. They cancel, so you roll normally.

    Do this instead: Expect fog to cancel things out in melee and to matter more at range.

    Thinking it blocks area spells

    Why it's bad: Fireball and similar spells target a point, not a creature you can see. The fog doesn't stop them.

    Do this instead: Don't group up in the fog against a caster who has area damage.

    Forgetting truesight doesn't help

    Why it's bad: In the SRD, truesight lets a creature see in darkness, see invisible things, detect illusions, see shapechangers' true forms, and see into the Ethereal Plane. Seeing through fog isn't on the list. Darkvision doesn't help either, because fog is not darkness.

    Do this instead: Check for blindsight, not truesight or darkvision.

    Usage Tips

    • •Worked example (archers): A goblin (2014) shoots with +4 against a fighter with AC 16. Normally it hits on 12 or higher: 45%. Shooting into the fog it has disadvantage, so it needs two rolls of 12 or higher: 0.45 × 0.45, about 20%. The 2024 goblin warrior also has +4 and adds 1d4 damage only when it has advantage, which fog can take away.
    • •Who ignores it: Blindsight works within its range. A 2014 giant spider has blindsight 10 feet, a gelatinous cube 60 feet, and a giant bat 60 feet. The 2024 giant spider has only darkvision, so fog blocks it.
    • •Enemies cast it: An ice mephit casts Fog Cloud once per day in both editions. A cloud giant can cast it at will in both editions.
    • •Sizing it: A 20-foot radius covers a 40-foot circle, about eight 5-foot squares across.
    • •See the blinded condition, invisible condition, and concentration rules. Related spells: Darkness, Silence, Pass without Trace. Browse the full spell guide index.

    Rules Notes

    • •Center point within 120 feet.
    • •20-foot-radius sphere. 2014: it spreads around corners.
    • •Heavily obscured: a creature effectively has the blinded condition when trying to see something in the area.
    • •Blinded: can't see, automatically fails ability checks that require sight, attacks against it have advantage, its attacks have disadvantage.
    • •Ends after the duration, if you lose concentration, or when a moderate or stronger wind (at least 10 mph) disperses it (2014).
    • •Gust of Wind creates a line of strong wind that "disperses gas or vapor." In 2014, whether it clears the whole sphere or only the part inside its 10-foot-wide line is a DM ruling, not rules text. The 2024 Fog Cloud text names Gust of Wind as a strong wind that disperses the fog.
    • •The rules on heavily obscured areas describe seeing into the area. In 2014, a heavily obscured area "blocks vision entirely," which reads as blocking sight through it too.

    Synergies

    • •Blindsight allies: A familiar or companion with blindsight can still see in the fog.
    • •Pass without Trace: Large Stealth bonuses for hiding inside the fog.
    • •Fireball and other area spells: Enemies bunched up inside the fog are still valid targets for a spell aimed at a point.

    Anti-Patterns

    • •Casting it on top of your own ranged party.
    • •Casting it in a windy place without checking the weather.
    • •Asking the cleric to heal someone inside it.

    Tactical Modules

    • •Fighting retreat: Fog on the party, walk out of melee with no opportunity attacks, regroup.
    • •Archer shutdown: Fog between your party and the enemy bowmen, then close the distance.
    • •Escape at sea or on a bridge: Upcast for a large cloud and slip away while pursuers can't see you.

    Countermeasures

    • •Threat: An enemy casts Fog Cloud on you. Response: Move out of it, or use Gust of Wind. Fallback: Use area spells into the fog.
    • •Threat: A blindsight monster hunts you in the fog. Response: Leave the fog. Fallback: If it's your fog, end your concentration so your side can see too.
    • •Threat: Your healer can't see allies. Response: Bring the downed ally out of the fog. Fallback: Touch-range healing.

    Fog Cloud in the 2024 Rules

    The 2024 Player's Handbook keeps Fog Cloud as a 1st-level conjuration spell for Druids, Rangers, Sorcerers, and Wizards, with 120-foot range, a 20-foot-radius sphere, concentration up to 1 hour, and +20 feet of radius per slot level above 1.

    Two lines changed. The 2024 text no longer says the sphere spreads around corners. Under the 2024 Area of Effect rules, a location isn't included if every straight line to it from the point of origin is blocked by total cover. The wind clause changed from "a wind of moderate or greater speed (at least 10 miles per hour)" to "a strong wind (such as one created by Gust of Wind)."

    The 2024 Heavily Obscured rule says you have the Blinded condition while trying to see something there. The 2024 Hide action requires a DC 15 Dexterity (Stealth) check while Heavily Obscured or behind Three-Quarters or Total Cover, and out of enemies' line of sight. On a success you have the Invisible condition.

    In the 2024 SRD, Circle of the Land druids who choose polar land always have Fog Cloud prepared from druid level 3.

    Frequently Asked Questions

    What does Fog Cloud do in 5e?

    It creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The area is heavily obscured, so creatures trying to see something in it are effectively blinded. It lasts up to 1 hour with concentration.

    Can you see through Fog Cloud with darkvision?

    No. Darkvision helps in darkness, and fog isn't darkness. Truesight doesn't list fog either. Blindsight works within its range.

    Do you get advantage in Fog Cloud?

    Not if both creatures are inside. Neither can see the other, so advantage and disadvantage cancel. Attacking from inside at someone outside who can't see you is a different case.

    Does Fog Cloud stop opportunity attacks?

    It stops opportunity attacks from creatures that can't see you. An opportunity attack requires the attacker to see the creature leaving its reach.

    What disperses Fog Cloud?

    In 2014, a wind of at least 10 miles per hour. In 2024, a strong wind, such as Gust of Wind. Losing concentration also ends it.

    Can you cast spells into Fog Cloud?

    Area spells aimed at a point, such as Fireball, work normally. Spells that require a creature you can see can't target a creature hidden in the fog.

    How big is Fog Cloud when upcast?

    The radius grows by 20 feet per slot level above 1st: 40 feet at 2nd, 60 at 3rd, 80 at 4th, 100 at 5th.

    Does Fog Cloud spread around corners?

    In the 2014 text, yes. The 2024 text drops that line, so the normal Area of Effect rules apply and total cover blocks it.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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