The caster throws a grenade that explodes in a 20 ft radius. Everyone in said radius must make a dexterity or constitution saving throw. On a failed save, the targets takes 1d6 damage for three turns, and any target unaffected by the gas will have advantage on attack rolls against the target. On a successful save, the target takes half as much damage and those attacking them will not have advantage on attack rolls.
The damage from the effects do not stack, but the length of the effects can. If someone is gassed again in the same turn, then the damage and length are not extended. However, if someone has been under the effects for one turn, and then they get gassed again, then the length of the effects will go back to 3. The length of the effects can never exceed 3, or (or 5 or 6 if the spell is casted at higher levels.)
At 5th level, the gas does 2d6 damage for three turns. At 11th level, the gas does 4d6 damage for five turns. At 16th level, the gas does 6d6 damage for 7 turns.
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