The Darkness spell in 5e: how it works on a grid, who can see, and who gets advantage
Darkness is a 2nd-level spell with a 60-foot range that fills a 15-foot-radius sphere with magical darkness for up to 10 minutes, on concentration. Darkvision cannot see through it and nonmagical light cannot light it, so anyone trying to see into it is Blinded for that purpose. On a 5-foot grid the sphere covers about 32 squares. Most creatures inside it fight blind and normally, while a warlock with Devil's Sight or a fighter with Blind Fighting sees what everyone else cannot.
· 5 min read · TerrainTale

How big is a 15-foot sphere of Darkness on a grid?
Put the point of origin on a grid intersection. A 15-foot radius runs 3 squares out in each direction, so the sphere sits inside a 6 by 6 block, 30 feet across. Count the squares whose centres fall inside the circle and you get 32: the whole block minus its four corner squares. Some tables use the full 36 for speed, which is a table ruling and a fair one.
It is a sphere, so it also rises 15 feet above the point. A creature flying 20 feet over the middle is outside it, and a balcony 10 feet up sits inside. On a flat map, say where the top is before someone climbs.
Who is Blinded, and what happens to attacks?
Darkness makes the area heavily obscured, and you have the Blinded condition while trying to see something in a heavily obscured space. That produces four situations worth writing on a card:
- Attacker outside, target inside: the attacker cannot see the target, so disadvantage.
- Attacker inside, target outside in light: the target cannot see the attacker, so advantage.
- Both inside: each is unseen by the other, advantage and disadvantage cancel, roll normally.
- Spells that need a creature you can see cannot target anyone inside, even when range and path are clear.
- Anyone inside can take the Hide action, because the area is heavily obscured.
Devil's Sight, Blindsight and Truesight
Three senses beat the spell. The warlock invocation Devil's Sight lets you see normally in dim light and darkness, magical or not, within 120 feet. A warlock who casts Darkness on themselves and stands inside attacks with advantage while enemies attack with disadvantage, which is why the combination is famous. Their allies are blind in there too, so warn the party before the rogue runs in.
Blindsight sees anything within its range that is not behind total cover, even while Blinded or in darkness. Truesight sees through magical darkness within its range. Plain darkvision does nothing at all against this spell.

Does the Blind Fighting style work in Darkness?
Yes, within 10 feet. In the 2024 rules Blind Fighting is a Fighting Style feat that gives Blindsight with a range of 10 feet. Fighters, paladins and rangers can take it through their Fighting Style feature.
On a grid that is 2 squares in every direction. A fighter inside the sphere sees every creature within 2 squares and attacks them normally, while those creatures cannot see the fighter and attack at disadvantage. Beyond 2 squares the fighter is as blind as anyone. Blind Fighting pairs well with an ally who casts Darkness on the fighter's square, because the enemies who close in lose the fight for sight while the fighter keeps it.
Casting it on an object, and moving the darkness
The 2024 spell can also be cast on an object that is not being worn or carried. The darkness then fills a 15-foot emanation from the object, which moves with it. Covering the object with something opaque, such as a bowl or a helm, blocks the darkness. The 2014 version also let you cast it on an object you were holding, which the 2024 wording no longer allows.
The spell does not say what happens once someone picks the object up, so a common table ruling is that the emanation keeps going and moves with it. A pebble thrown 30 feet moves the whole blind zone 6 squares. Darkness also dispels any overlapping bright or dim light made by a spell of level 2 or lower, such as Light.
Showing the sphere on the map
TerrainTale has no spell effects, so the sphere is yours to mark. Place a small prop or token on the origin, drag the ruler out 15 feet to show the edge, and put the Blinded condition on the tokens that are inside and cannot see. Torches and candles on the map cast real light, which makes the contrast plain: everything lit sits around a patch the players must treat as black, whatever the lantern next to it says.