How Many Cantrips Do Wizards Get? A Comprehensive Guide
A first-level Wizard in Dungeons & Dragons 5th Edition starts with three cantrips of their choice from the Wizard spell list. This foundational aspect of the wizard class allows for a reliable source of magical utility and offense from the very beginning. It’s important to note that this number does not increase simply with each level but is a set amount that increases at specific levels. Throughout your adventures, the number of cantrips will increase, but not as rapidly as spells. This article will delve into the intricacies of wizard cantrip acquisition, dispelling confusion and providing a comprehensive understanding.
Cantrip Progression for Wizards
While a wizard starts with three cantrips, it is not their final count. The progression of cantrips for a wizard is relatively straightforward and is found in the Wizard class table within the Player’s Handbook. Here’s the breakdown:
- Level 1: 3 Cantrips
- Level 4: 4 Cantrips
- Level 10: 5 Cantrips
Notice that there is no change in cantrips at levels 2, 3, 5, 6, 7, 8, and 9. Similarly, there is no increase in cantrips from level 10-20. By level 10, a wizard has reached the limit in cantrip progression based on their base class levels.
Why This Matters
This structured progression of cantrips is essential to understand. Cantrips are the bread and butter of a caster. They are spells cast without expending spell slots, giving a wizard reliable options without burning through their limited resources. Unlike leveled spells, cantrips can be used unlimited times per day. This design allows wizards a constant baseline of magical capability, especially during long adventuring days where spell slots are precious.
Cantrips and Spellbooks
Unlike leveled spells, cantrips are not recorded in a wizard’s spellbook. Cantrips that a wizard learns become permanently known to them through study, and are not required to be prepared each day. This is a significant difference from other spells, which a wizard must transcribe into their spellbook and then prepare to be able to use each day.
Frequently Asked Questions (FAQs)
To further clarify the specifics of wizard cantrips, here are 15 frequently asked questions:
1. Can a wizard learn extra cantrips through other means?
Yes. While the core wizard class only allows for 5 cantrips by level 10, there are ways to learn additional cantrips. These options include:
- Multiclassing: Taking levels in other classes like Sorcerer or Warlock, can grant extra cantrips.
- Feats: The feat Magic Initiate can grant cantrips from another class’s spell list.
- Racial Traits: Certain races might also grant access to extra cantrips, especially if magic is a core part of their cultural background.
2. Do cantrips use spell slots?
No, cantrips do not use spell slots. They can be cast as often as you like, providing a constant source of magical utility and minor damage. This makes them a crucial part of a wizard’s combat arsenal, especially in situations where spell slots are being preserved for more significant threats.
3. Do cantrips count as spells?
Yes, cantrips are considered spells. However, they have distinct features like not using spell slots, not requiring preparation, and often being weaker than other types of spells. When a rule or ability says “spell” it includes both leveled spells and cantrips.
4. What is the benefit of having multiple cantrips?
The main benefit is versatility. Different cantrips serve different purposes. Some deal damage, while others offer utility like lighting a dark area or creating minor illusions. Having multiple cantrips lets a wizard adapt to different situations, giving them tools for various problems. For example a wizard can both attack with Fire Bolt and make illusions to trick enemies with Minor Illusion.
5. Do cantrips get stronger at higher levels?
Yes, cantrips increase in power as you gain character levels. The damage dice, or other effects of damage dealing cantrips will often increase at levels 5, 11, and 17.
6. Can you cast more than one cantrip in a single turn?
Typically no, only one spell can be cast each turn. There is an exception: if one of your spells cast is a bonus action (and that spell has a casting time of a bonus action), then the only other spell you can cast during your turn must be a cantrip with an action. For instance, you can cast Misty Step (bonus action spell) and then Fire Bolt (cantrip with an action) during one turn, but not two action cantrips.
7. Can a wizard copy cantrips into their spellbook?
Typically, wizards cannot copy cantrips into their spellbook. The spellbook is for recording leveled spells, while cantrips are learned separately. There might be homebrew rules that allow this, but it’s not standard in 5e.
8. Do cantrips affect invisibility?
Casting cantrips does not necessarily break invisibility. If the cantrip doesn’t explicitly target, or do anything that causes the invisibility to end, then the character remains invisible. It is important to check the wording of the cantrip and invisibility spells or effects.
9. Do cantrips get bonus damage?
Yes, cantrips benefit from your spellcasting modifier and proficiency bonus during attack rolls. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. This helps make your cantrips relevant even at higher levels.
10. Are there any cantrips that are considered “must-have” for wizards?
While there is not universal agreement, some cantrips are widely considered very useful for wizards, including:
- Fire Bolt: A ranged fire attack that provides good damage, making it a reliable source of offense.
- Minor Illusion: Highly versatile for creating distractions or deceiving enemies.
- Mage Hand: Allows for manipulating objects from a distance, very useful for puzzle-solving and scouting.
- Prestidigitation: A utility cantrip that creates small magical effects, and provides many potential roleplay opportunities.
11. Can a wizard use cantrips if they lose their spellbook?
Yes, wizards can use cantrips even without their spellbook. Cantrips are learned, not prepared from the spellbook, so they are unaffected by the loss.
12. Can a wizard choose from any spell list for their cantrips?
No. Wizards can only choose their cantrips from the Wizard spell list. Some spells have the same names, or similar names, as spells on other spell lists. The wizard is unable to choose a spell from another spell list for their cantrip, without something else, like multiclassing or a feat.
13. Do cantrips have a range?
Yes. Just like other spells, cantrips have a specified range. If a target is out of the cantrip’s range, it cannot be the target of the cantrip. Be mindful of range restrictions.
14. Is there a maximum number of cantrips a wizard can have?
Technically, there isn’t a hard limit on the number of cantrips a character can know. The base wizard class only gains 5 cantrips through class levels. However, through feats, multiclassing, racial traits, and other means, a character can potentially learn more cantrips.
15. What are some common mistakes new players make with cantrips?
Some common mistakes include:
- Ignoring cantrips: Thinking they are unimportant due to lower damage when compared to spells.
- Not taking a variety of cantrips: Choosing only damage spells and overlooking utility cantrips.
- Not using cantrips in combat: Saving spell slots for every encounter is not always the best strategy.
- Overlooking cantrips at higher levels: Cantrips still serve important roles even at higher levels.
Conclusion
Understanding the intricacies of how wizards acquire cantrips is vital for any player of this iconic class. A wizard starts with three cantrips, and gradually gains more by level 10. The limited number given by class level are supplemented by multiclassing, feats, and other options, allowing players to customize their caster. Cantrips are a crucial part of the wizard’s arsenal, allowing them to cast without using spell slots and to be reliable damage dealers, utilities, and roleplaying aids throughout the game. Mastering the use and selection of cantrips is fundamental to playing a wizard effectively.