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 2 July 2021, by Rhenn Taguiam: Spellcasters in Dungeons & Dragons can rely on powerful AOE spells to devastate the battlefield with fireballs, hurricanes, and otherworldly energies. But magic users don’t always have to burn through their spell slots to deal damage. Thankfully, Cantrips can accomplish a wide variety of effects to turn the tide of combat in their favor – without losing any Spell Slots. Given the many available Cantrips in D&D 5e, it’s easy to lose track of the best ones. Some rise above to the rest in terms of their efficiency and potential. 

10 Fire Bolt

Fire Bolt - Dungeons and Dragons Best Cantrips

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.

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

Light - Dungeons and Dragons Best Cantrips

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

Message - Dungeons and Dragons Best Cantrips

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

Chill Touch - Dungeons and Dragons Best Cantrips

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

Toll the Dead - Dungeons and Dragons Best Cantrips

Sometimes, the dead themselves make the living pay a price for existing. With Toll the Dead (Necromancy), a spellcaster projecst 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

Guidance - Dungeons and Dragons Best Cantrips

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

Minor Illusion - Dungeons and Dragons Best Cantrips

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 until 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 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 way for hiding spaces or even helpful distractions against opponents. Spellcasters among any Class should consider getting this Cantrip for handy illusions.

3 Mind Sliver

Mind Sliver - Dungeons and Dragons Best Cantrips

The slightest disorientation can put anyone out of focus – sometimes with lethal consequences. This 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, they not only get 1d6 Psychic damage, but also gets a -1d4 penalty on their 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

Mage Hand - Dungeons and Dragons Best Cantrips

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

Shape Water - Dungeons and Dragons Best Cantrips

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.

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