Stop Breaking Immersion to Take Notes — Loreify captures your sessions automatically while you play.

    Never Lose Track of Your Campaign — Join 250+ DMs using Loreify. Notes ready in 5-10 minutes.

    Overview

    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.

    Stat Block

    PropertyValue
    Level2
    SchoolEvocation
    Casting Time1 action
    Range60 feet
    ComponentsV, M
    MaterialBat fur and a drop of pitch or piece of coal.
    DurationUp to 10 minutes
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesSorcerer, Warlock, Wizard

    When NOT to Use This

    • •Party has no reliable sight/mobility—blinds fighters worse than foes.
    • •Enemies have Truesight/Devil's Sight or scent (wolves).
    • •Tight corridors—forces your own bottleneck.
    • •No concentration free (already holding Haste/Fly).

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyPoor for generalists (Warlocks: Excellent with invocation)
    Action EconomySituational
    Opportunity CostMisty 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.

    Pro Tips (Veteran Secrets)

    Tip #1: Cast on a pebble and Kick it into enemy lines with a Bonus Action (if Rogue or mobile).

    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.

    Tip #2: Against dragons or giants, center on their mouth—blocks breath weapon LoS.

    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.

    Tip #3: Upcast useless—same radius, no damage add; save slots.

    Why veterans know this: No higher_level benefits listed in SRD; opportunity cost skyrockets.

    Common Mistakes to Avoid

    Dropping it on the whole party for 'team stealth'.

    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.

    Forgetting concentration—moving too fast breaks it.

    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.

    Relying without Devil's Sight as non-Warlock.

    Why it's bad: You go blind too; averages 0 hits until dispel.

    Do this instead: Stick to Invisibility; Darkness is Warlock trap.

    Usage Tips

    • •Position the center 10-15 feet from your party to obscure enemies while keeping allies lit—never drop it directly on the group.
    • •Use on a thrown object like a ball bearing for mobile blackouts; pair with Dimension Door for repositioning.
    • •In open areas, cast at enemy casters' feet to waste their turns on dispels or blind groping.

    Rules Notes

    • •Darkness spreads around corners and completely blocks darkvision—unlike Fog Cloud, which allows scent-based detection.
    • •Casting on a held object makes it mobile; covering the source (e.g., in a helm) extinguishes it instantly.
    • •Overlaps with 2nd-level or lower light spells dispel those lights, but higher ones persist (RAW).

    Synergies

    • •Devil's Sight invocation lets Warlocks see perfectly, enabling safe Fireball casts into the cloud (averages 28 damage safely).
    • •Telekinesis to hurl enemies into the sphere, denying their actions entirely.
    • •Sickening Radiance (4th-level) as an upgrade for damaging darkness.

    Anti-Patterns

    • •Avoid in tight dungeons where it blinds your melee allies more than foes.
    • •Don't cast without party mobility like Misty Step—stranded fighters deal 0 damage.
    • •Skip against undead or devils with natural magical sight.

    Tactical Modules

    • •Devil's Sight Nova — When to use: Against clustered melee enemies or bosses with low saves when you can Hide or Dash post-cast.. Synergy: Cast Darkness on yourself, then Eldritch Blast at advantage (hit chance ~75% vs 65% normal); allies Disengage safely.
    • •Kiting Module — When to use: Solo or with ranged party vs pursuing foes in open terrain.. Synergy: Drop on ground ahead, shoot through it with Devil's Sight while enemies waste actions moving blindly.
    • •Anti-Caster Lockdown — When to use: Target enemy Wizards/Sorcerers mid-spellcast in medium encounters.. Synergy: Dispels their lights, forces concentration checks if they overlap; follow with Hold Person.

    Countermeasures

    • •Threat: Enemy with Truesight or Devil's Sight — Response: Dismiss concentration and recast elsewhere; use Counterspell if they try Dispel Magic.. Fallback: Fall back to Fog Cloud—pierceable but safer for allies.
    • •Threat: Party melee stuck inside — Response: Use Bonus Action to move the object-source if held; shout 'Disengage!'. Fallback: Misty Step ally out, accept the lost turn.
    • •Threat: Tight space, no mobility — Response: Never cast—pre-scout with Familiar instead.. Fallback: Web or Hypnotic Pattern for control without blackout.

    Frequently Asked Questions

    is darkness good 5e

    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 vs fog cloud 5e

    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.

    can you twin darkness 5e

    No—creates single 15-ft sphere, not valid Twinned target (area effect). Use Quickened for double action economy instead.

    does darkness work underwater 5e

    Yes—magical, spreads normally; blocks darkvision. Fish with blindsight ignore it, but humanoids suffer.

    darkness warlock build 5e

    Pact of Blade/Tome Warlock: Devil's Sight + Eldritch Blast + Repelling Blast. Kite forever; add Darkness on armor for mobile nightmare.

    is darkness worth preparing over invisibility 5e

    No for Wizards/Sorcs—Invis 1 hour no conc, solo stealth. Yes for Warlocks: group control > personal hide.

    how to counter darkness 5e

    Dispel Magic (3rd+), Daylight (blocks it), or Truesight. Melee: back out blindly, Ready shove.

    darkness spell combos 5e

    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.

    Ready to Stop Forgetting Your Campaign? 7-day free trial. Zero effort. Zero forgotten details.