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
| 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 |
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
| 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.
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.
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