Darkvision
2024 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (a dried carrot)
- Duration
- 8 hours
- Classes
- Artificer, Druid, Ranger, Sorcerer, Wizard
- Source
- Player's Handbook (2024)
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
2014 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (either a pinch of dried carrot or an agate)
- Duration
- 8 hours
- Classes
- Artificer, Druid, Ranger, Sorcerer, Wizard
- Source
- Player's Handbook (2014)
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Darkvision 5.5e 2024 vs. 5e 2014 edition differences
Darkvision popularity
How popular is Darkvision? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Bottom 50% of all level 2 spells
- Bottom 50% picked level 2 Wizard spell
- Bottom 50% picked level 2 Sorcerer spell
- Bottom 25% picked level 2 Artificer spell
- Bottom 25% picked level 2 Druid spell
- Bottom 10% picked level 2 Ranger spell
Read about how this popularity data is calculated.
Spells similar to Darkvision
Beast Sense 2nd-level divination
It uses touch to extend a creature's perception for an extended period, making it a similarly specialized scouting and information tool.
Players prefer Beast Sense over Darkvision
Detect Magic 1st-level divination
The two spells support exploration by revealing otherwise hidden information, and both are widely available to artificers, druids, rangers, and wizards.
Players prefer Detect Magic over Darkvision
See Invisibility 2nd-level divination
Both are second-level spells that enhance a creature's ability to perceive what ordinary vision cannot, with a long duration and substantial class overlap.
Players prefer See Invisibility over Darkvision
Alarm 1st-level abjuration
Both are low-level, long-duration exploration spells that improve a party's awareness rather than dealing damage or requiring concentration.
Players prefer Alarm over Darkvision
Continual Flame 2nd-level evocation
This touch spell also provides a lasting solution to darkness and shares Darkvision's second-level, non-concentration utility profile.
Players prefer Continual Flame over Darkvision
Air Bubble 2nd-level conjuration
Like Darkvision, it grants a long-lasting environmental adaptation through touch and appears on nearly the same broad collection of class lists.
Players prefer Darkvision over Air Bubble