Best Cantrips in D&D 5e, Ranked by Class
Every cantrip ranked. Fire Bolt, Vicious Mockery, Eldritch Blast, Sacred Flame, Mage Hand, and the best picks for each spellcasting class.
Best Cantrips in D&D 5e, Ranked by Class
Cantrips are your free spells. You cast them at will, no slots expended. They scale with character level, meaning your level 1 cantrip keeps getting better for your entire career.
This guide ranks the best cantrips and tells you which ones to pick for each class.
The Ultimate Cantrips
1. Eldritch Blast (Warlock)
Ranged spell attack. 1d10 force damage, scales to 4 beams at level 17. With Invocations (Agonizing Blast), add Cha mod per beam. With Repelling Blast, push 10 ft per hit.
At level 5, a Warlock with Agonizing Blast deals 2d10 + 2x Cha (roughly 15 damage per turn) at range. At level 17, 4d10 + 4x Cha (50+ damage). No slot required. Ever.
For Warlocks only. Other classes should take Magic Initiate (Warlock) to get it, though it doesn't scale with their level.
2. Fire Bolt (Wizard, Sorcerer)
Ranged spell attack. 1d10 fire damage, scales to 4d10 at level 17.
The bread-and-butter damage cantrip. Range of 120 feet. Targets flammable objects ignite.
3. Vicious Mockery (Bard)
Wisdom save. 1d4 psychic damage (scales), and target has disadvantage on their next attack roll.
The debuff + damage combo makes this one of the best cantrips in the game. Low damage but imposing disadvantage is huge.
4. Sacred Flame (Cleric)
Dexterity save. 1d8 radiant damage (scales). Ignores cover.
Radiant damage is rarely resisted. Dex save makes it reliable against low-Dex enemies (especially heavy-armor enemies). Ignoring cover is a nice touch.
5. Toll the Dead (Cleric, Wizard, Warlock)
Wisdom save. 1d8 or 1d12 necrotic damage depending on target's HP.
If the target is at full HP, 1d8. If below max HP, 1d12. This scales to 3d12 at level 17 for targets below full HP.
Among the highest damage cantrips when conditions are met.
6. Eldritch Blast Alternative: Ray of Frost (Wizard, Sorcerer)
Ranged spell attack. 1d8 cold damage + speed reduced by 10 feet until next turn.
Kite control. Slow down enemies, keep them at range.
Utility Cantrips
Mage Hand (Wizard, Sorcerer, Bard, Warlock)
Spectral floating hand. 30 ft range. Manipulate objects up to 10 lbs.
Open doors, grab items, pick up keys without putting yourself in danger. Invaluable utility.
Minor Illusion (Wizard, Sorcerer, Bard, Warlock)
Create a sound or image. Duration 1 minute.
Distract enemies, create fake obstacles, impersonate voices. Only limited by creativity.
Prestidigitation (Wizard, Sorcerer, Bard, Warlock)
Various minor magical effects: clean, flavor food, create light, make a flame spark, etc.
Absurd utility. Light a torch at range, clean up bloodstains, flavor bad rations.
Guidance (Cleric, Druid)
Touch an ally. Next ability check they make within 1 minute gets +1d4.
Pre-cast before Persuasion, before Investigation, before any check. Free bonus.
Spare the Dying (Cleric)
Touch a dying creature. They become stable.
One less death saving throw to worry about. Out-of-combat ability to save an ally from bleeding out.
Mending (various)
Repair broken objects. Doesn't work on magical items.
Niche but useful when your armor or weapon breaks.
Melee Cantrips
Shocking Grasp (Wizard, Sorcerer)
Melee spell attack. 1d8 lightning damage (scales), target can't take reactions until their next turn.
Wizards escaping melee can use this to prevent opportunity attacks.
Booming Blade (Wizard, Sorcerer, Warlock; non-SRD in some rulesets)
Melee weapon attack + 1d8 thunder damage if the target moves before your next turn.
Great for Rogues/Paladins with Magic Initiate.
Green-Flame Blade (similar to Booming Blade; non-SRD)
Melee weapon attack + 1d8 fire damage jumps to an adjacent creature.
Both of these are strong gish cantrips. Varies by ruleset.
Defensive Cantrips
Resistance (Cleric, Druid)
Reaction on self or ally: add 1d4 to one save.
Concentration required. Underwhelming compared to Shield or similar.
Blade Ward (Wizard, Sorcerer, Bard, Warlock)
Resistance to bludgeoning, piercing, and slashing damage until your next turn.
Action cost. Useful when you expect big physical damage.
Best Picks by Class
Wizard
- Fire Bolt
- Mage Hand
- Minor Illusion
- Prestidigitation
- Ray of Frost (if 5 cantrips)
Sorcerer
- Fire Bolt
- Mage Hand
- Shocking Grasp
- Prestidigitation
Bard
- Vicious Mockery
- Minor Illusion
- Prestidigitation / Mage Hand
Cleric
- Sacred Flame
- Toll the Dead
- Guidance
- Spare the Dying
Druid
- Guidance
- Produce Flame (damage + light source)
- Shillelagh (melee quarterstaff buff)
Warlock
- Eldritch Blast (mandatory)
- Mage Hand
- Prestidigitation / Minor Illusion
Cantrip Scaling
Cantrips that do damage scale at character levels 5, 11, and 17:
- Level 1-4: base damage (e.g., 1d10 Fire Bolt).
- Level 5-10: +1 die (2d10 Fire Bolt).
- Level 11-16: +2 dice (3d10 Fire Bolt).
- Level 17+: +3 dice (4d10 Fire Bolt).
The Endlessness and Cantrips
Our AI Dungeon Master handles cantrip scaling automatically, applies Agonizing Blast / Repelling Blast invocation effects, tracks concentration on concentration-tagged cantrips (like Dancing Lights or Guidance), and resolves save DC calculations.
For related reads, our spell list, spell slots guide, and warlock guide cover more.
Final Takeaway
Cantrips are free damage and utility forever. Pick at least one damage cantrip and one or two utility cantrips. If you're a Warlock, Eldritch Blast is your job.
Try different cantrip sets on The Endlessness and see which ones fit your playstyle.
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