How Do I Choose Cantrips? A Comprehensive Guide to D&D’s Essential Spells
Choosing your cantrips in Dungeons & Dragons 5th Edition (D&D 5e) can feel daunting, especially for new players. These seemingly minor spells are, in fact, the bread and butter of any spellcasting class. They are the spells you’ll rely on in almost every session, offering versatility, damage, and utility. But with so many options, how do you decide which cantrips are right for you? The key is to understand your character’s class, playstyle, and the needs of your party. When selecting cantrips, consider three primary elements: damage output, utility, and roleplay potential. Don’t stress too much, as you gain more cantrips as you level up, but making informed choices at the beginning will set you up for a smoother gaming experience.
Understanding the Basics
Before diving into specific cantrip recommendations, it’s important to grasp what cantrips are and how they work. A cantrip is a 0-level spell that can be cast at will, without expending a spell slot. You don’t need to prepare cantrips, meaning you can cast them anytime you know them. Think of them as your magic equivalent of a basic weapon attack. Because they are available at any time, they are critical for your character’s consistency.
Choosing Based on Class
Each spellcasting class has access to a unique list of cantrips. The first step in choosing is to familiarize yourself with the spells available for your class.
- Wizards, Sorcerers, and Warlocks have a broad selection of offensive cantrips and utility magic, often leaning into elemental damage or manipulation. They tend to be more focused on raw power and control.
- Clerics and Druids often prioritize healing and support magic, although they have options for offensive spells. These cantrips typically reflect their close connection to nature or their chosen deity.
- Bards excel at utility and support cantrips, often focusing on illusion and charm effects.
- Artificers have a unique range of technological and magical cantrips, supporting both combat and crafting.
Your class’s role in the party will heavily influence your choice. A damage-focused character might prioritize offensive cantrips like Fire Bolt or Ray of Frost, while a support character might opt for spells like Guidance or Mending.
Considering Your Playstyle
Your personal playstyle matters. If you enjoy dealing raw damage, focusing on offensive cantrips that scale well will appeal to you. If you like a more strategic approach, utility cantrips will be more useful. Do you prefer a straightforward approach, or would you rather be sneaky and deceptive? Tailor your cantrip choices to what you enjoy most in the game.
Filling Party Needs
Consider the composition of your party when making your cantrip choices. If your group already has several characters focused on damage, you could pick more support cantrips like Light or Minor Illusion, so the party is well-rounded. Conversely, if you are the only caster, making sure you have an attack cantrip may be paramount.
Top Cantrips to Consider
Here are some of the most popular and useful cantrips to help guide your choices:
- Eldritch Blast: (Warlock) This is arguably the most powerful damage cantrip, dealing force damage and scaling well at higher levels, and even benefiting from warlock specific class abilities.
- Fire Bolt: (Sorcerer, Wizard, Artificer) A strong ranged damage cantrip that deals fire damage and can ignite flammable objects.
- Ray of Frost: (Sorcerer, Wizard) A good damage option with a slowing effect, which can be useful for controlling the battlefield.
- Guidance: (Cleric, Druid, Artificer) Provides a +1d4 bonus to any ability check, making it a versatile and powerful support cantrip.
- Minor Illusion: (Bard, Sorcerer, Warlock, Wizard) Great for creating illusions for distractions, deception, or roleplay.
- Prestidigitation: (Bard, Sorcerer, Warlock, Wizard, Artificer) A versatile utility cantrip that creates minor magical effects. It’s great for flavour and small advantages.
- Mending: (Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Useful for repairing broken items, crucial for an adventuring party.
FAQs About Choosing Cantrips
Here are some frequently asked questions to further clarify how cantrips work:
1. How many cantrips do I start with?
Typically, at 1st level, you’ll start with 2 to 4 cantrips depending on your class. For example, Wizards start with three cantrips, while Sorcerers start with four.
2. Can I change my cantrips?
Normally, you cannot change cantrips once you’ve chosen them using the core rules. However, some Dungeon Masters may implement variant rules allowing you to swap one cantrip at a level up if they use the UA rule. It’s always good to discuss this with your DM before starting a campaign.
3. Can I cast cantrips infinitely?
Yes. You can cast any cantrips you know an unlimited number of times, provided a specific feature doesn’t say otherwise. They are intended to be used at will.
4. Are cantrips considered spells?
Yes, cantrips are spells. They are classified as 0-level spells and function like any other spell, except they don’t require spell slots.
5. Can I prepare cantrips?
Typically, cantrips are not prepared like other spells. They are automatically known and can be used at will. However, some DMs may use variant rules that allow you to “prepare” them, meaning you could swap them after a long rest.
6. Do cantrips level up?
Yes, cantrips become stronger as you level up. Their damage output often increases at levels 5, 11, and 17.
7. Can I cast two cantrips in one turn?
You can cast two cantrips in the same turn if you use one as a bonus action. However, if you cast a bonus action spell that is not a cantrip, you can only cast cantrips that have an action cast time.
8. Are cantrips worth it?
Absolutely! Cantrips are essential for any spellcasting class. They provide you with consistent, reliable magical options even when your spell slots are depleted.
9. Do cantrips use spell slots?
No. Cantrips do not use spell slots. This is why they are so valuable, allowing you to use them endlessly.
10. What is the strongest cantrip?
There is no single strongest cantrip, but Eldritch Blast (Warlock) and Guidance (Cleric, Druid, Artificer) are often considered among the most powerful due to their damage and versatility.
11. Can I add modifiers to cantrips?
You only add modifiers to cantrips if the spell itself, or a class feature, states that you do. For example, Agonizing Blast (Warlock) adds Charisma modifiers to Eldritch Blast.
12. What is the duration of a cantrip?
Many cantrips are instantaneous, meaning their effect happens immediately. Some have durations of one round, one minute, ten minutes, or one hour. The cantrip “Encode Thoughts” is the exception with an 8 hour duration.
13. Can cantrips remove invisibility?
No. Casting a cantrip does not usually remove invisibility, unless the spell specifically interacts with it.
14. Can I spam cantrips?
Yes, that’s what they are designed for. Cantrips are your primary fallback when you need to attack, and they are meant to be used often.
15. What class has the most cantrips?
The Sorcerer starts with the most cantrips at 4. Some variant humans can take a feat at first level that allows them to take two additional cantrips from any spellcasting class.
Conclusion
Choosing your cantrips is a vital part of character creation in D&D 5e. By understanding your character’s class, considering your playstyle, and thinking about your party’s needs, you can make choices that will make you a valuable member of the adventuring group. Don’t overthink it – cantrips are meant to be fun and versatile. With the information provided here, you are now well-equipped to select your cantrips with confidence and embark on exciting adventures!