Each object during a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature within the area when the spell is cast is additionally outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected creatures shed dim light during a 10-foot radius. Any attack roll against an affected creature or object has a plus if the attacker can see it, and therefore the affected creature or object can’t enjoy being Invisible.
Faerie Fire 5e
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, Up to 1 minute
- Classes: Bard, Druid
Faerie Fire may be a bestiary and supplemental expansion intended for the fifth edition of the world’s most popular tabletop RPG. We wanted to explore the globe of the fairy wilds in additional depth–so we’ve made a court filled with 10 wild, dangerous, and chaotic fey, and 20 new and unique monsters to feature in your campaign bestiary–and a further 20 magical items to fill your players with wonder (and avarice).
Faerie Fire provides a plus to all or any combat rolls for the whole party against any creatures that were inside its 20-foot cube and failed their saving throws against it, goodbye because the caster is in a position to take care of concentration. That’s quite different.
While it can certainly be a worthwhile spell, one must consider that, unlike many (non-cantrip) spells, it does absolutely nothing on a successful save. Since it requires concentration, it not only prevents you from casting the other spells that are as or more useful (Entangle, Spike Stones, etc) but it also can be brought down by simply damaging the caster.
In a campaign previous to it one there was a Circle of the Land Druid who cast it some times and located it quite underwhelming compared to his other options. But, although it’s upcast, it doesn’t get obviate any Darkness. So, if something has Faerie Fire sew it, and goes into magical Darkness, nobody can see them, and thus wouldn’t get an advantage on the target. the sunshine doesn’t benefit the target, in order that they still have the blindness effect on them while in it.
In the event where both the target and an attacker can see in Magical Darkness if a third level or higher Faerie Fie was still active, the attacker could still get a plus (doesn’t apply to Blindsight for an attacker wouldn’t get the advantage of the Faerie Fire).
So, during this sense, Darkness trumps Faerie Fire. But during a stack-up comparison, most players really don’t like Darkness getting used. Creatures in darkness, unless an opponent can see in Magical Darkness (and the sole 2 things we do know that work at the range may be a warlock with Devil Sight or a Shadow Sorcerer who casts it with Sorcerer points, not a general spell), you can’t target a creature with a spell, and may only try and attack an area you think that may have a target in it.
Faerie fire features a smaller area (20’ cube), and targets get a Dex to save lots of, making it less reliable. But, it affects it’s targeted for everybody (except blind creatures), giving them a bonus. Plus, it moves with the creature after it’s affected, it doesn’t need to stay within the 20’ cube. And, it effectively (if the target doesn’t save), finds and eliminates Invisibility.