Spellcasters such as the Wizard in Dungeons & Dragons rely on their wealth of Spells to aid them inside and outside of combat. Moreover, these spells grow in intensity and magnitude as these Spellcasters grow in power as well. Technically, D&D Spellcasters who rely on higher-level Spells expend more Spell Slots to pull off these incredible magical feats.

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However, spellcasters new and old will almost always rely on a handful of Cantrips to get the job done. After all, these spells don't cost Spell Slots, and spellcasters can cast them whenever they wish. But, just which Cantrips prove more useful than others?

Updated on June 12, 2024, by Rhenn Taguiam: With September 2024 marking the release of the updated Player’s Handbook for D&D’s 50th Anniversary, fans of the TTRPG might be eagerly waiting for the book’s overall improvements to the Dungeons & Dragons formula and its potential to transform new and existing campaigns. However, for players who are reviewing D&D mechanics in the hopes of eventually making a character, knowing which Cantrips to use is a must should they want a Spellcaster. Thankfully, despite the many available Cantrips in the game, only a few remain must-haves for maximum efficiency: a beginner illusory spell, a blade infused with the power of sound, holy fire that can burn evil, and the trademark attack of a Warlock.

15 Prestidigitation

A Useful Tool For Fast Illusions

Prestidigitation-1

Level, Type

Transmutation Cantrip

Casting Time

1 Action

Range

10ft

Target

-

Components

Verbal, Somatic

Duration

1 Hour

Classes

Artificer, Bard, Sorcerer, Warlock, Wizard

Spellcasters who want to impress even the most timid of audience members in D&D 5e gameplay can always rely on Prestidigitation to pull off a neat trick. When cast, this Transmutation Cantrip can create up to three harmless sensory effects or small illusory images that may be enough to fool enemies and targets.

Among the Classes that can use this Cantrip, Prestidigitation is among the most flexible small-scale Spells that players need to master to pull off inexpensive effects that last for an extremely short while. These range from anything that can grab the enemy’s attention or distract others during a heist, where getting caught can often mean life or death.

14 Booming Blade

Enhance A Weapon With Roaring Sound

Booming Blade

Level, Type

Evocation Cantrip

Casting Time

1 Action

Range

Self (5 Feet)

Target

Self, Melee Weapon

Components

Somatic, Material (Melee Weapon at least 1 SP)

Duration

1 Round

Classes

Artificer, Rogue, Sorcerer, Warlock, Wizard

It’s not all the time that a Cantrip in D&D gameplay can deal damage, which is why Booming Blade can be quite an attractive option for players who want to give their spellcasters some advantage in melee combat. At its core, hitting a target with a melee attack with a Booming Blade will now sheathe them with energy. If they move at least 5 feet before the player’s next turn, they take 1d8 Thunder Damage. At 5th-Level, hitting an enemy with this spell in effect now deals 1d8 Thunder Damage, and moving deals +1d8 Thunder Damage. Reaching 11th and 17th Level will enhance these effects by +1d8 Thunder Damage, both on hit and when moving.

What makes Booming Blade such an interesting option for characters is the way it acts as a mini-buff to a weapon without expending a Spell Slot. At the hands of a Rogue, using Booming Blade and then attacking a foe before using Cunning Action to retreat makes the Cantrip into an efficient hit-and-run weapon. Not only that, taunting the enemy to follow players will then cause extra damage, potentially eliminating pesky mobs.

13 Shillelagh

A Druid’s Nifty Melee Enhancer

Shillelagh

Level, Type

Transmutation Cantrip

Casting Time

1 Bonus Action

Range

Touch

Target

Wood of a Quarterstaff or CLub

Components

Verbal, Somatic, Material (Mistletoe, Shamrock Leaf, Club or Quarterstaff)

Duration

1 Minute

Classes

Druid

Just because a Druid in Dungeons & Dragons has Wild Shape doesn’t necessarily mean they always have to rely on their alternate form to deal damage. With Shillelagh, even a mere Club or a Quarterstaff can become the Druid’s best asset, especially when this Cantrip can let the Druid use their Spellcasting Ability to roll for Attack and Damage as well as transforming the weapon into magical and its damage dice into d8 for the purposes of overcoming non-magical resistance.

However, the existence of Shillelagh doesn’t mean Druids have to be converted into melee fighters. Druids don’t have an innate Extra Attack, which limits their overall melee potential. Either way, keeping Shillelagh as an emergency option when running out of Wild Shape charges and being in dire need of a way to tackle combat can become a player’s ticket to survival.

12 Sacred Flame

A Nifty Attack Option For Clerics

Sacred Flame

Level, Type

Evocation Cantrip

Casting Time

1 Action

Range

60 Feet

Target

A creature in range

Components

Verbal, Somatic

Duration

Instantaneous

Classes

Cleric

Among Classes in Dungeons & Dragons, Clerics are often typecasted as support units and defenders. However, this isn’t always the case, especially if they use more combative spells such as Sacred Flame. When used, Clerics can summon fiery radiance toward a creature within range. Unless they succeed a DEX Save, they take 1d8 Radiant Damage. The damage increases by +1d8 at 5th Level, 11th Level, and again at 17th Level.

Such is the damage potential of Sacred Flame that it’s the best Radiant Damage Spell in Dungeons & Dragons. Should players get the 3d8 Radiant Damage option at 11th Level, there’s no reason to keep using a weapon. Moreover, the spell works against most undead and can bypass cover, making it among the best damage sources a Cleric can have that doesn’t even cost a Spell Slot.

11 Eldritch Blast

The Go-To Damage Option For Warlocks

Eldritch Blast

Level, Type

Evocation Cantrip

Casting Time

1 Action

Range

120 Feet

Target

Creature within range

Components

Verbal, Somatic

Duration

Instantaneous

Classes

Warlock

Perhaps among the most popular Spells in D&D history aside from Fireball and Magic Missile, Eldritch Blast is the go-to spell of Warlocks who simply want to dish out pain to opponents without complicating matters. When cast, Eldritch Blast is a ranged spell attack that can deal 1d10 Force Damage. Players can release more beams at higher levels, up to four at 17th Level - each of which players have to direct and make separate attack rolls.

What makes Eldritch Blast quite a must-have for Warlocks is its flexibility and versatility. The Spell becomes the highest-damaging Cantrip in the game with Agonizing Blast, and its Force Damage property means there aren’t a lot of creatures that can resist it. By the time players can get multiple attacks, Eldritch Blast can easily replace default weapons - and may even compensate for misses by repeatedly attacking a target.

10 Fire Bolt

A Ranged Option Better Than Most Weapons

Fire Bolt - Dungeons and Dragons Best Cantrips

Level, Type

Evocation Cantrip

Casting Time

1 Action

Range

120ft

Target

Creature in Range

Components

Verbal, Somatic

Duration

Instant

Classes

Artificer, Sorcerer, Wizard

A fiery bolt of arcane energy, Fire Bolt (Evocation) is easily one of the best ranged attacks a Spellcaster could get in their repertoire. When cast, this spell can hit a creature within 120ft with 1d10 Fire Damage. As an offensive Cantrip, this Spell also scales its damage, increasing at 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10). It requires Verbal and Somatic components.

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Fire Bolt is one of the best Cantrips a spellcaster can get if they’re in need of any offensive attacks. While Toll the Dead boasts more damage, Fire Bolt outclasses it through range. However, Fire Bolt loses its luster beyond 5th Level. A 14 Dexterity character with a Light Crossbow can do more damage than Fire Bolt.

9 Light

Illuminate Almost Any Area

Light - Dungeons and Dragons Best Cantrips

Level, Type

Evocation Cantrip

Casting Time

1 Action

Range

Touch

Target

Object not larger than 10ft

Components

Verbal, Material

Duration

1 Hour

Classes

Artificer, Bard, Cleric, Sorcerer, Wizard

One of the most straightforward Spells out there, Light (Evocation) simply imbues an object not larger than 10 square feet with a magical light. For an hour, this Spell releases light around the object (20ft bright, 20ft dim). On the off-chance that the object is something a hostile creature wears, they need to succeed a Dexterity Save to avoid the Spell. Its components are Verbal, and Material(phosphorescent moss or firefly).

Light always serves as one of 5e’s best Cantrips for its instant lighting option. Granted, this does take up space as a Prepared Spell. However, in situations where combat isn’t expected, Light can easily replace burdensome torches.

8 Message

Communicate In A More Clandestine Manner

Message - Dungeons and Dragons Best Cantrips

Level, Type

Transmutation Cantrip

Casting Time

1 Action

Range

120ft

Target

Creature in Range

Components

Verbal, Somatic, Material

Duration

1 Round

Classes

Artificer, Bard, Sorcerer, Wizard

Due to the lack of internet in a fantasy world, Message (Transmutation) becomes the next best thing for instant messaging. When cast, this spell allows users to state a message that only their target can hear. This works within a range of 120ft and can bypass certain obstacles before reaching the target. To cast, it requires the following components: Verbal, Somatic, and Material (a copper wire).

Message is at best a situational Spell. However, in case of emergencies, even vaguely whispering a message solely for a single recipient can do wonders when party members can’t visibly interact in an area. Message works as a handy tool in espionage missions or when party members have to stay undercover.

7 Chill Touch

Disable Healing In Targets

Chill Touch - Dungeons and Dragons Best Cantrips

Level, Type

Necromancy Cantrip

Casting Time

1 Action

Range

120ft

Target

Creature in range

Components

Verbal, Somatic

Duration

1 Round

Classes

Sorcerer, Warlock, Wizard

Chill Touch (Necromancy) allows another person to feel the cold release of death. With this Cantrip (requiring Verbal and Somatic components), a player conjures a skeletal hand that makes a ranged spell attack. If hit, the target not only receives 1d8 Necrotic Damage but also can't receive healing until they start their next turn. When it hits an Undead, the target has Disadvantage on attacks against the caster. Its base damage increases at 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

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Despite the reduced damage compared to Fire Bolt, Chill Touch, and its healing-disabling effect can work great against enemies with healers. Moreover, the attack disadvantages against the Undead can make Chill Touch a handy tool when fighting such enemies in the early game.

6 Toll the Dead

Secure An Attack Not Many Foes Can Resist

Toll the Dead - Dungeons and Dragons Best Cantrips

Level, Type

Necromancy Cantrip

Casting Time

1 Action

Range

60ft

Target

Creature in Range

Components

Verbal, Somatic

Duration

Instantaneous

Classes

Cleric, Warlock, Wizard

Sometimes, the dead themselves make the living pay a price for existing. With Toll the Dead (Necromancy), a spellcaster produces the sounds of dolorous bells to a creature within 60ft. When cast, this Cantrip forces the target to roll a Wisdom Save. On a failure, they take 1d8 Necrotic Damage, or 1d12 if they’re missing any HP. On top of it all, Toll the Dead scales in damage at 5th Level (2d8/2d12), 11th Level (3d8/3d12), and 17th Level (4d8/4d12). It requires only Verbal and Somatic components.

Even with Toll the Dead's short range, it’s very likely that enemies will get within 60ft to fight the players anyway. Moreover, due to its Necrotic Damage, it’s also very likely that not a lot of enemies can resist this attack.

5 Guidance

Help Others With Their Checks

Guidance - Dungeons and Dragons Best Cantrips

Level, Type

Divination Cantrip

Casting Time

1 Action

Range

Touch

Target

Willing Creature

Components

Verbal, Somatic

Duration

Concentration, 1 Minute

Classes

Artificer, Cleric, Druid

Even the tiniest bit of divine providence can turn ordinary people into geniuses. Thanks to Guidance (Divination), Spellcasters can give that necessary "push" to motivate their companions to excel in an activity. Essentially, Guidance (Verbal, Somatic) bestows 1d4 to a willing creature the player can touch. They can then roll the Guidance die before or after they make an Ability check of the caster's choosing.

The 1d4 boost can make the difference between life and death, especially when it comes to traps. As such, spellcasters should use Guidance as much as possible, especially on allies such as the versatile Ranger or the stealthy Rogue that frequently have to make skill checks outside battle.

4 Minor Illusion

Create Versatile Illusions

Minor Illusion - Dungeons and Dragons Best Cantrips

Level, Type

Illusion Cantrip

Casting Time

1 Action

Range

30ft

Target

Object in Range

Components

Somatic, Material

Duration

1 Minute

Classes

Bard, Sorcerer, Warlock, Wizard

Minor Illusion (Illusion) can serve as a spellcaster's handy distraction in times of need. This Cantrip (Somatic, Material) enables Spellcasters to create an image or a sound within a 30ft range that can last for up to a minute. Sounds with Minor Illusion can range from anything within the user's imagination. Images should fit a 5-foot cube and can create non-physical sensory effects. Touching the object or succeeding in an Intelligence (Investigation) check against the object reveals the illusion.

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Creative Spellcasters can do wonders with a 5-foot square. As such, Minor Illusion can pave the way for hiding spaces or even helpful distractions against opponents. Spellcasters in any Class should consider getting this Cantrip for handy illusions.

3 Mind Sliver

Attack With Psychic Damage

Mind Sliver - Dungeons and Dragons Best Cantrips

Level, Type

Enchantment Cantrip

Casting Time

1 Action

Range

60ft

Target

Creature in Range

Components

Verbal

Duration

1 Round

Classes

Sorcerer, Warlock, Wizard

The slightest disorientation can put anyone out of focus – sometimes with lethal consequences. The Mind Sliver Enchantment Cantrip (requiring Verbal components) enables casters to disorient the mind of a creature within 60ft, forcing them to make an Intelligence Saving Throw. If the creature fails the Save, it not only gets 1d6 Psychic damage but also gets a -1d4 penalty on its next Saving Throw before the end of the caster's next turn.

Mild Sliver can easily become a powerful Cantrip in any Spellcaster's repertoire. Immunity and resistance to Psychic damage is considered rare, and Intelligence is usually the dump stat of a lot of creatures. Moreover, the Save penalty can lead to more devastating effects caused by other members of the party.

2 Mage Hand

A Nifty Hand For Almost Any Situation

Mage Hand - Dungeons and Dragons Best Cantrips

Level, Type

Conjuration Cantrip

Casting Time

1 Action

Range

30 Feet

Target

Within Range

Components

Verbal, Somatic

Duration

1 Minute

Classes

Artificer, Bard, Sorcerer, Warlock, Wizard

Spellcasters who need helping hands can use their arcane magic to summon a Mage Hand (Conjuration). This Cantrip (Verbal, Somatic) summons a spectral hand that floats at a point within 30ft. With an action, the caster can manipulate an object up to 30ft away. However, casters can't use Mage Hand to activate magical items, make attacks, or carry a weight of more than 10 pounds.

In most instances, Mage Hand becomes a godsend for players who want to do tasks that hold a considerable amount of risk. These include trying to steal relics from powerful NPCs, picking locks, or simply doing things from a distance without being noticed.

1 Shape Water

Use Water In A Variety Of Ways

Shape Water - Dungeons and Dragons Best Cantrips

Level, Type

Transmutation Cantrip

Casting Time

1 Action

Range

30ft

Target

Within Range

Components

Somatic

Duration

Instantaneous, 1 Hour

Classes

Druid, Sorcerer, Wizard

With Shape Water (Transmutation), casters can do a lot with just an area of water within 30ft that fits a 5-foot cube. For instance, this Cantrip (which uses Somatic components) lets casters change the flow or even move the target water up to 5ft in any direction. Moreover, such water can create shapes and become frozen or animated within an hour.

Shape Water serves as perhaps the most practical Spell out of the element-moving Cantrips. For instance, Shape Water can move boiling water, redirect water, or create visual cues for communication. Shape Water can also reduce opacity to search in muddy water or vice versa to hide objects. Lastly, freezing water can create bridges or block paths in tricky situations.

dungeons-and-dragons-series-game-tabletop-franchise
Dungeons and Dragons

Franchise
Dungeons & Dragons
Original Release Date
1974-00-00
Designer
E. Gary Gygax , Dave Arneson