Darkness — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Darkness is a 2nd-level evocation spell that creates a 15-foot-radius sphere of magical darkness from a point within 60 feet, lasting up to 10 minutes with concentration. It blocks all sight, including darkvision, and nonmagical light; it even dispels overlapping 2nd-level or lower light spells. As a veteran DM and player, I rate this spell Situational—it's a game-changer for Warlocks with Devil's Sight invocation, turning you into a nocturnal assassin, but a total party-killer for most casters due to friendly fire and reliance on mobility. Slot economy is poor unless you have reliable sight through it; otherwise, pick Misty Step or Invisibility. Veterans love it for boss kiting or Devil's Sight nova turns, but newbies misplay it by dropping it on allies without escape plans.
| Property | Value |
|---|---|
| Level | 2 |
| School | Evocation |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, M |
| Material | Bat fur and a drop of pitch or piece of coal. |
| Duration | Up to 10 minutes |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Sorcerer, Warlock, Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Poor for generalists (Warlocks: Excellent with invocation) |
| Action Economy | Situational |
| Opportunity Cost | Misty Step saves life (60 ft teleport) or Invisibility (1 hour stealth) > 10 min blackout. |
When worth the slot: Warlock with Devil's Sight vs non-sight foes; 3+ enemies clustered.
When NOT worth the slot: Party lacks mobility/darkvision edge; indoors <30 ft rooms.
Why veterans know this: Moves the 15-ft radius dynamically, denying LoS for 3 rounds average vs static casts.
This avoids the mistake of: Static positioning lets enemies just back out; mobile forces them to chase blindly.
Why veterans know this: RAW: Can't target unseen areas, wastes their 100+ damage recharge.
This avoids the mistake of: Forgetting size matters; blinds huge creatures effectively.
Why veterans know this: No higher_level benefits listed in SRD; opportunity cost skyrockets.
Why it's bad: Blinds everyone equally; melee DPR drops to 0, enemies escape or flank.
Do this instead: Offset 10 ft from party, use for chokepoint denial only.
Why it's bad: Wastes 2nd slot (17.5 gp material) for 1 round of value.
Do this instead: Declare 'conc on Darkness' aloud; Ready Dash if needed.
Why it's bad: You go blind too; averages 0 hits until dispel.
Do this instead: Stick to Invisibility; Darkness is Warlock trap.
Situational: God-tier for Warlocks with Devil's Sight (safe advantage blasts), poor for others due to friendly fire. Skip unless built for it; Fog Cloud safer alternative.
Darkness blocks darkvision totally (better vs drow/orcs), but Fog allows smell/hear; Cloud cheaper (1st level). Darkness wins with Devil's Sight, else Cloud.
No—creates single 15-ft sphere, not valid Twinned target (area effect). Use Quickened for double action economy instead.
Yes—magical, spreads normally; blocks darkvision. Fish with blindsight ignore it, but humanoids suffer.
Pact of Blade/Tome Warlock: Devil's Sight + Eldritch Blast + Repelling Blast. Kite forever; add Darkness on armor for mobile nightmare.
No for Wizards/Sorcs—Invis 1 hour no conc, solo stealth. Yes for Warlocks: group control > personal hide.
Dispel Magic (3rd+), Daylight (blocks it), or Truesight. Melee: back out blindly, Ready shove.
Devil's Sight + Fireball (safe AoE), Telekinesis hurl, Sickening Radiance upgrade.
Citations: api:spells/darkness
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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