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Top 10 Cantrips in D&D 5e

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In Dungeons & Dragons 5e, cantrips are low-level spells you can cast at will. Unlike higher-level spells, they don’t consume spell slots and often scale with your character level. That means they’re free, reliable, and grow with you—and they’re one of the most important choices you’ll make as a caster. So here’s our countdown of the Top 10 Cantrips in D&D 5e, ranked from solid to legendary.

Disclaimer: This list is based on our personal experiences at the Grim Tavern table. Every adventuring party is different, and your mileage may vary. These are the cantrips we’ve found to be the most impactful, flexible, and just plain fun, especially for new players.


10. Light

Sometimes, the best spell is the one that keeps you from falling into a pit.

Light creates a magical glow on any object you touch, giving off bright light in a 20-foot radius (and dim light for another 20). No need to carry torches—and it frees up one hand.

Why It’s Great: Reliable light source, good for dungeons and RP moments
Best For: Clerics, Bards, Sorcerers, Wizards


9. Thorn Whip

Pull enemies closer and deal damage in the same turn? Sounds good to me.

Thorn Whip is a melee-range spell that deals 1d6 piercing damage and pulls a creature 10 feet closer if they’re large or smaller. Great for dragging enemies into traps, hazards, or melee range.

Why It’s Great: Combines damage with control
Best For: Druids, Rangers, Nature-flavoured casters


8. Minor Illusion

A classic for a reason. With Minor Illusion, you create either a sound or a visual image within 30 feet—perfect for distractions, hiding behind cover, or confusing guards.

Why It’s Great: Creative players can use this cantrip to solve all kinds of problems
Best For: Wizards, Bards, Warlocks


7. Chill Touch

Don’t let the name fool you—it’s a ranged necrotic spell, not a melee one.

Chill Touch deals 1d8 necrotic damage and prevents the target from regaining hit points until your next turn. Even better, undead targets have a disadvantage on attack rolls against you.

Why It’s Great: Anti-healing and strong necrotic damage
Best For: Wizards, Sorcerers, Warlocks


6. Mold Earth

Like Minor Illusion, Mold Earth is a playground for imaginative players.

You can move loose earth, shape terrain, reveal buried structures, or create cover and traps. Not useful in every setting—but when it works, it really works.

Why It’s Great: Terrain manipulation without spell slots
Best For: Druids, Sorcerers, Wizards


5. Toll the Dead

This one gets better once your target is already wounded. On a failed Wisdom save, Toll the Dead deals 1d12 necrotic damage if the enemy has missing HP.

Why It’s Great: Hits hard and targets a different save than most cantrips
Best For: Clerics, Warlocks, Necromancers


4. Fire Bolt

Want straightforward, scalable damage? Fire Bolt is your friend.

It deals 1d10 fire damage at range and can ignite flammable objects. By the time you’re mid-level, you’re dealing 2d10 or more. Great for long-range fights.

Why It’s Great: Consistent fire damage with high scaling
Best For: Sorcerers, Wizards


3. Mage Hand

You’ve probably heard tales of players using Mage Hand to steal keys, spring traps, press levers, or just annoy a guard. This spectral hand gives you a safe way to interact with objects at range.

Why It’s Great: Utility, utility, utility
Best For: Wizards, Rogues (Arcane Trickster), Bards


2. Guidance

The best non-combat cantrip in 5e. Touch an ally and give them +1d4 to any ability check. Use it before stealth, persuasion, perception—basically anything outside combat.

Why It’s Great: Quietly overpowered in the hands of a thoughtful party
Best For: Clerics, Druids, Divine Soul Sorcerers


1. Eldritch Blast

This one doesn’t need much of an introduction. Eldritch Blast is the iconic Warlock cantrip—and with good reason. Deals 1d10 force damage, scales with level (firing multiple beams), and can be enhanced with Eldritch Invocations to push enemies, pull them, or add Charisma to damage.

Why It’s #1: Unmatched flexibility, range, and scaling
Best For: Warlocks (especially Hexblade or Fiend builds)


Choosing the Right Cantrip

When selecting cantrips for your character, consider:

  • Your class and spellcasting ability
  • Your role in the party (combat, support, exploration)
  • How often will you use the spell both in and out of combat
  • Your preferred playstyle (tactical, chaotic, support-heavy)

Want help matching your cantrips to your stats? Check out Mastering Spellcasting Basics and our First Character Builds Guide to get started.


Final Thoughts

Cantrips are more than just filler between big spells. They’re your signature moves—the little bits of magic that show who your character is and how they handle challenges.

Pick one that fits your personality, your class, and your story. Because in D&D, the spell you cast over and over again says just as much about your character as the one you save for a boss fight.

Mike “Silver-Tongue”

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