Michael's RPG Shelf: I Gotta Have My Cantrips!, Part Two - "I Have Come Here To Kick Ass And Cast 0-Level Spells..."
"...and I am never out of 0-level spells!"
Part one of this series looked at the history of cantrips and 0-level magic across the various editions of Dungeons & Dragons: where they came from, what they were designed for, and how they got to be what they are today: some of the most useful and kick-ass magic in a spell-slinger's arsenal.
Part two of this series is an in-depth look at cantrip magic in 5E, with a specific focus on using each one creatively. Every cantrip in the 5E Player's Handbook has the potential to be show-stopping in its own right, so today we're going to run down the list, look at each one, consider what they do, what they don't do, and how you can use them to wreck havoc in your poor Dungeon Master's world. Many of these cantrips have uses that aren't readily apparent without some outside-the-box thinking, but it's that sort of thinking that snatches victory from the jaws of defeat and leads to great memories. So without further ado, let's dive right in and take a look at those at-will wonders of magical mayhem.
There are a total of twenty-seven 0-level spells listed in the PHB. No one casting class gets access to all of them, and each class has its own list of available cantrips. Some cantrips are available across multiple classes, some are restricted to only one, but regardless of how common or uncommon they are, each deserves a closer look because at low levels, these are going to be a spellcaster's bread and butter, and even at higher levels they retain their usefulness.
Let's begin!
Acid Splash
At first glance, "Acid Splash" seems like a prime contender for worst direct damage cantrip: it deals 1d6 damage, has a range of 60 feet, and does nothing at all if the target makes a successful Dexterity save. "Firebolt" has double the range, deals more potential damage, can set things on fire if they aren't being worn or carried, and there's no save to negate the damage. Why would anybody pick "Acid Splash" if they could have "Firebolt" instead? So glad you asked.
First, "Acid Splash" is the only crowd control cantrip in the entire PHB. It can affect two separate creatures as long as they are within five feet of one another, meaning a single casting has the potential to deal 2-12 points of damage, possibly knocking off two targets at once. Second, "Acid Splash" requires no attack roll--it hits automatically, regardless of cover and other considerations. If you have Disadvantage on your attack roll for some reason, "Acid Splash" negates that with an automatic success, and now the onus is on the target to roll the dice on success vs. failure. Against targets which are immobilized, stationary, or with low dexterity, "Acid Splash" is virtually guaranteed to cause damage. What's more, as its name implies, it deals acidic damage, something against which few creatures (especially at low levels) have resistance or immunity.
The text for "Acid Splash" explicitly states it can only target creatures, making this cantrip combat-only with few if any role-playing considerations. Still, as the only crowd control cantrip on offer, and with a damage boost at later levels, "Acid Splash" isn't as useless or undesirable as it first appears.
Blade Ward
"Blade Ward" is an extremely overlooked cantrip, in my opinion. By using one action, the caster traces a defensive sigil in the air and gains resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks until the end of the caster's next turn. The ability to halve virtually all weapon damage for a full round is incredible, but it's even more useful than it seems. The spell blocks damage from all attacks received during that round, making this an ideal cantrip to throw when dealing with ranged attackers to help turn their arrows, or to cast before leaving combat to cut the sting of one or more attacks of opportunity. It also makes no exception for magical damage, so even if your opponent is slashing at you with an enchanted sword, or poking you with a magical spear, "Blade Ward" rebuffs that damage.
Sage Advice has mandated that physical attacks by animals (bites, claws, stings, and the like) are considered weapon damage that "Blade Ward" can resist, so just because your party is set upon by wild dogs or pisses off a chimera, it doesn't mean you have to just stand there and take full damage until you can disengage. Even hurled boulders and ballista bolts are considered weapon attacks, meaning this spell is useful when facing giants or besieging a castle, things higher-level casters are likely to be involved with.
Outside of combat, "Blade Ward" can (at DM's discretion) cut down on damage dealt by weapon-based traps. Using it as your action each turn when exploring an unfamiliar part of the dungeon could spare you pain if some idiot breaks a tripwire or steps on the wrong floor plate. So not a lot of role-play potential, but still useful in the right hands and circumstances.
Chill Touch
Another cantrip with combat-only application, "Chill Touch" is nasty against almost anything but is exceptionally useful when facing down undead. Despite the name, "Chill Touch" is a ranged cantrip which creates a spectral, skeletal hand that attempts to latch on to a single creature within 120 feet. With a successful attack roll, the hand deals 1d8 damage, completely prevents any form of damage restoration to that target until the start of the caster's next turn, and if the target is undead, imposes Disadvantage on its attack rolls against the caster until the end of the caster's next turn.
Holy crap...now that is a cantrip!
"Chill Touch" is nasty for a variety of reasons. First, it deals Necrotic damage, against which even high-level monsters rarely have resistance or immunity, making it useful for dealing damage in virtually every situation unless you're dealing with incorporeal creatures like shadows and wraiths. It's also worth nothing that standard undead, like skeletons and zombies, are neither immune nor resistant to Necrotic damage. Even some high-level undead, like the Lich, are only resistant to Necrotic damage, not immune. Second, it doesn't have to deal any damage at all to kick in either of its secondary effects (though this is open to DM interpretation). If you hit a vampire with "Chill Touch", it will ignore the damage per its immunity, but still be at Disadvantage the next time it attacks you and unable to heal until the end of your next turn.
The true power of "Chill Touch" lies in its ability to prevent healing, giving it wide-ranging battlefield control applications, especially with that 120' range. A Necromancer can throw it to prevent Clerics from healing their side's tank, put the screws to a cornered foe, or force other spellcasters to waste magic dispelling the spectral hand if they're desperate to chug down that healing item. It can also reduce the benefit of spells like "Aid", which would grant the higher hit point maximum to someone under the effect of a "Chill Touch", but negate the increase to current HP. Sure, "Chill Touch" has few if any applications outside of combat, but with three effects for the price of one zero-level spell, does it need them?
Dancing Lights
"Dancing Lights", unlike the last several cantrips, is one with almost entirely non-battlefield applications, although there's one important exception to that we'll get to in a minute. When cast, "Dancing Lights" allows the creation of up to four light sources which can be shaped to resemble torches, lanterns, or simple glowing orbs within a range of 120 feet. You can also push all four of them together and create a roughly Medium-sized humanoid form out of them, which glows. The lights can be moved by the caster, as long as concentration is maintained, up to 60 feet per round. The only restriction is that if you create multiple lights, they all must stay within twenty feet of one another at all times, and if any light ventures outside the 120' range, it winks out of existence automatically. Whatever form is chosen, the lights shed dim light in a ten-foot radius around themselves.
First, for non-battlefield applications, "Dancing Lights" is useful for all sorts of creative purposes. It can make it appear as though reinforcements are on the way, cause a distraction, even sent out ahead of a party like a 'scout' to test for snipers or surprise attackers. Formed into a humanoid shape, they could be placed in front of or behind another party member to give them a sort of divine or magical radiance, an aura of piety, or other such impressions. You could 'walk' the lights out of another PC (or have them 'vomit' the lights out of their mouth) to make it appear that they've split into a second persona, or use them as part of a demonstration to bring a "dead" PC back to life by calling their "spirit" back into them, then having the charlatan sit up and start talking. There are a thousand different options for things you can do with lights that can Dash around at the caster's command within a 120' radius.
The battlefield application for "Dancing Lights" isn't obvious at first, but it lies in the intensity the lights give off. The lights produced by this spell produce "dim illumination" in a ten-foot radius from one another. There are many species, including a number of races available to PCs, who have Darkvision. Darkvision enables creatures to see in dim light as though it were normal light, and creatures without Darkvision suffer disadvantage in combat under low-light conditions. Imagine lighting a battlefield with "Dancing Lights" surrounding four of your party members with Darkvision as they carve up the opposition. Melding "Dancing Lights" with other spells and abilities (especially "Minor Illusion" and "Prestidigitation") gives you a nearly-limitless repertoire of role-play enhancing opportunities for zero cost. The only downside to "Dancing Lights" is that it requires a material component, meaning it's impossible to use if your caster has been stripped of their component pouch for some reason.
Druidcraft
As the name implies, "Druidcraft" is limited to Druids, but if you are a Druid and you want to expand your roleplaying opportunities, "Druidcraft" is a natural (ahem...) choice. The cantrip, which has a range of 30 feet, has four separate applications:
- Instantly bloom a flower, open a seedpod, or bud a leaf.
- Create an instantaneous and harmless sensory effect (rustle of leaves, the passage of a small animal, a breeze of wind, the smell of a skunk, etc...) which is limited to a 5-foot cubic area.
- Instantly light or extinguish a candle, torch, or small campfire.
- Predict the weather for the next 24 hours with unerring accuracy.
Obviously none of these is a game-changer, but with a little creativity and forethought, you can have plenty of fun. A Druid presenting a suddenly-blooming flower to a princess (or anybody, really) could make a charming first impression. When conversing with others about the beauty and bounty of nature, the ability to enhance those talks with the sound of a babbling brook, the call of a bird, or the patter of rain on leaves is a nice touch. But what we're really interested in are the last two effects, which can have great effects on the world at large, and even nail down the Dungeon Master.
The ability to start or snuff small fires is no mean feat, especially at range. Why worry about digging out the tinderbox when the Druid can ignite the torch from across the room? The spell will also start a campfire going no matter what the weather conditions are, so as long as you can protect it once the Druid ignites it, you ignite a bundle of sticks and wet leaves, and it will catch. If the weather (or anything else) puts it out, a wave of the hand and some soft words will puff it right back to life. Finally, one could construct a fairly basic trap by spreading some oil on the floor (or on some kind of flammable source like scattered straw, a blanket, etc...) and leaving an unlit torch on the ground in the center. Lure your intended victim(s) into the area--hello, "Dancing Lights"!--and FWOOSH! Instant inferno. Just add "Druidcraft".
Dousing fires is also an intriguing use of the power. Having the Druid douse the fire means it goes out instantly--no steam from dumped water, no possibility of jumping sparks or burning embers, it's just off like a light switch. A stealthy Druid could apply this in other ways, snuffing enemy light sources to cause a distraction or give advantage to party members with Darkvision, or improve the chance of the Rogue stealthing her way along the periphery of the camp. Creative application of "Druidcraft" can even spark fights among already restless creatures over their inability to keep a fire going, either for warmth or to cook a meal. The possibilities for this usage alone are limitless.
But finally we get to the best part: weather prediction. "Druidcraft" predicts the weather in the area for the next 24 hours, so casting it is a way to make the DM either consider the weather (a sin for which I'm frequently guilty by assuming "Oh, it's comfortable and mild all the time!"), or to get advanced information on what the DM has planned if weather is a built-in part of the adventure. Bad things happen when it rains? Use "Druidcraft" to tell you if it's going to storm in the next 24 hours, and if the spell says no, then you can count on dry conditions. Snow, fog, hail, wind, partial sun, total cloud cover...knowing what the weather will be like over the next day can be valuable information under a lot of conditions (especially if there's a siege underway). Oh, it's going to snow? Let's take extra tents and blankets when we leave tomorrow. Plus it can be fun to irritate your DM by asking for a weather report from time to time, even when deep underground. Any cantrip with the power to make the DM cry is worth a spell slot, don't you think?
Eldritch Blast
If you're a Warlock and you don't take "Eldritch Blast", you're a fool. "Eldritch Blast" is a basic battlefield cantrip which fires forth an energy beam at a single target within 120 feet as a ranged spell attack. On a hit, the target takes 1d10 damage. That's it--that's all it does. At higher levels, however, you get multiple beams (two at 5th, three at 11th, and four at 17th) which can be directed all at the same target or at different targets. So, if "Eldritch Blast" is such an ordinary cantrip, why take it over one of the others?
Because "Eldritch Blast" deals Force damage, that's why. Force is the single least-resisted form of damage in the entire Monster Manual. There's nothing immune to it, and exactly one creature (the Helmed Horror) with resistance to it, although some creatures like the Tarrasque are immune to "Eldritch Blast" due to general immunity to low-level magic as opposed to any innate resistances. Basically, as long as you have "Eldritch Blast" (or other Force-type damage spells like "Magic Missile" or "Disintegrate"), you have a reliable way to dish out damage against creatures resistant or immune to other damage types like fire, cold, lightning, and poison, round after round. Zero roleplaying options for this one, it's straight up direct damage, but the paucity of creatures which can resist that damage make it a phenomenal option for reliable (if low-level) damage output, and its ability to target multiple creatures at higher levels makes it that much more potent.
Fire Bolt
"Fire Bolt" seems to have only battlefield applications, but a reading of the spell shows this isn't the case at all. As the name implies, "Fire Bolt" hurls a bolt (duh) of fire (duh!) at a target within 120 feet using a ranged spell attack. A creature hit with "Fire Bolt" takes 1d10 fire damage. Like other damage-dealing cantrips, "Fire Bolt" grows in power as its caster does, dealing 2d10 damage at 5th level, 3d10 at 11th, and 4d10 at 17th.
The downside to "Fire Bolt" is creatures it can't hurt. While this property is uncommon in low-level monsters, mid-range and high-tier creatures (especially demons, devils, elementals, dragons, and giants) are frequently resistant if not outright immune to fire. If your group is planning a trip to the Elemental Plane of Fire, or one of the Nine Hells, "Fire Bolt" is going to provoke peals of laughter among your enemies. This makes it a fine cantrip to take early on, but by the time your mage gets truly powerful, you'll consider replacing it with something more rounded. Like most direct damage cantrips, "Fire Bolt" only offers increased damage instead of multiple projectiles as the caster gets more powerful.
But hold everything! "Fire Bolt" has one extremely important and insanely practical consideration no other direct damage cantrip does: it can target objects as well as creatures. And if the caster hits something not carried or worn, the "Fire Bolt" automatically sets it on fire. Practical applications for a spell which can set things on fire up to 120' away for free are legion. Burn away spider webs at a distance, set an enemy commander's tent on fire, drop a decorative tapestry on a foe and ignite it, light fuses on explosives, set a rope bridge burning, charbroil a rat's nest, ignite a puddle of oil, blow that stock of Gnomish gunpowder in the corner, or just send a bolt of fire down a corridor targeting the wall to illuminate what's outside your lantern's reach--a wizard with "Fire Bolt" is a pyromaniac-in-training, able to do at range what others are only able to do up close. Logistically speaking, "Fire Bolt" is among one of the most useful cantrips in a spell-slinger's arsenal for this reason alone. It's also the one most apt to result in a ferocious ass kicking by the party Druid when used carelessly in the woods, or an accidental TPK when fired off in a methane-filled mine, but you know what they say: if you can't stand the heat, stay away from the Pyromancer.
Friends
This cantrip has zero battlefield application, since it works only on creatures who are not hostile to you by giving you advantage on all your Charisma rolls during an interaction. It's a short-lasting spell, giving up to a minute's worth of friendly banter with your target, but the end result of the spell is what permits some fun in a roleplaying aspect. After the spell expires, the target not only knows you used magic to put one over on it, but it actively turns hostile. Hostility, as the spell text notes, could lead to it attacking you if it's the sort prone to violence. Why would anyone want to use this?
Well, to a certain sort of player, there's no cantrip which can bring down an entire campaign faster than this one. This one's all about the chaos. While there are circumstances under which it can be useful (seducing a neutral jail keeper into letting you and your friends go because you were falsely arrested and need to clear your name, just for one example), it's almost always going to get the caster and the party into hot water. "Friends" is the cantrip you use to talk your way out of someplace, not into it. Use it when the target isn't likely to turn homicidal, isn't likely to pursue the matter once you've left, or when you want to murder someone but plead self-defense by making them initiate the attack.
Practical applications of "Friends" include things like persuading a guard to overlook the gate tax when leaving a town (to which you don't plan on returning for a while), barter with a shopkeeper for a better deal when you're about to pay and get out, or (if you're a truly deviant asshole) persuading a prostitute to give a discount on that trick she just turned with you now that you've got your boots on. Basically, any time when you know you won't be interacting with the intended target again but need to be on their good side for a minute is the best time to cast "Friends". Note that the spell specifically prohibits re-upping the friendship by turning the target hostile towards you after its worn off, so sixty seconds is all you get. Make them count.
Guidance
Holy frickin' cow, is "Guidance" a godsend of a cantrip. Only available to Druids and Clerics, "Guidance" allows the caster to touch a target and imbue it with a spark of divine energy. Any time within the next minute, as long as the caster is concentrating, the target can roll a d4 and add the result to any ability check of its choice. The target can wait until after rolling the check to apply the "Guidance" bonus so as not to waste it.
An additional 1d4 to an ability check doesn't sound like much, but that equates to a 5% to 20% boost on that roll. This can mean the difference between breaking down a door and just causing a ruckus, sneaking through the shadows or stumbling over a chair, making that long jump or breaking one's neck. You can even pick yourself as the target for "Guidance"--it's like your own personal 6-second pep talk.
"Guidance" doesn't affect combat, as rolls to hit and damage are not ability checks, but an Initiative roll is an ability check--"Guidance" at the right time can influence an entire fight. The guidance provided could also boost a saving throw, a disarm traps roll, or an attempt to sweet talk a dragon into not turning the party into bipedal roasted pork loins. It could also bolster a contested check, giving the receiver of the guidance an upper hand on, say, an attempt to wrestle another character to the floor with Strength, hide from a searching guard with Dexterity, or drink an opponent under the table with Constitution. With a casting time of 1 action, "Guidance" remains useful even at high levels, because you never know when an extra d4 could make the difference between success and failure.
Note that "Guidance" is not cast as a reaction. If your DM tells you to make a saving throw or concentration check, it's too late to cast "Guidance" for assistance. You need to pre-plan for that divine assistance, limited though it may be.
Light
"Light" is the emergency backup cantrip every spellcaster wishes he or she had after the gust of wind extinguishes all the torches. By touching a given object of not more than 10'x10'x10', the caster causes that object to shed bright light to a distance of 20 feet, and dim light another 20' beyond that. The caster can choose the light's color, and anything opaque completely blocks the light, so it can be covered and uncovered as necessary or desired. The light provided by "Light" lasts for one hour, with no concentration necessary. Subsequent castings of "Light" extinguish the previous casting, so you can't give everybody magical torches for sixty minutes, but you can re-light the item after it goes out as many times as you want. If you try and make something held by someone else glow, and they don't want that to happen, they get a Dexterity saving throw to keep it away from you.
The basic uses for "Light" are obvious, since it generates a light source which cannot be extinguished by wind, rain, immersion in water, being dropped, or anything else which would immediately put out a torch or lantern. It also generates no heat and causes no damage to the object, meaning you can't inadvertently (or deliberately) ignite flammable things with it, and you can use it on a party member's weapon or other commonly-held object to save on torches.
With a little outside-the-box thinking, however, "Light" has tons of potential for a party of dungeon delvers. Cast on a marble or a die, you have an object which can be rolled or thrown down a corridor to brightly illuminate it. Drop a light pebble down a pit to track how far it drops, or illuminate the bottom before you climb down. Cast it on an arrow, bolt, or sling bullet to make a 'tracer' round. Throw it on a floor, ceiling, pillar, or other object to let the party put away other light sources during a search or a battle. Cast it on someone's tooth so every time they open their mouth, it's like turning on a flashlight. Put it on a dagger as a light blue or other mysterious hue and make it look like you have a magic item before you present it to a shopkeeper. Cast it on a boulder, fire it from a catapult, and light up the battlefield for a midnight raid. Light up the manacles used to hold a prisoner to make sure you can keep track of him if he tries anything funny. The uses for "Light" are almost endless!
Mage Hand
"Mage Hand" creates a floating, spectral hand within 30' of the caster which he can control as an action each round. It lasts for one minute, does not require concentration, and while it's limited in the actions it can perform, it's still enormously useful. As the spell text reads, you can use "Mage Hand" to: manipulate an object; open or close an unlocked door, container, or window; stow or retrieve an item from an open container; or pour out the contents of a vial. Each time you use it, you can move it up to 30' in any direction, so long as it's no more than 30' away from you at all times. The hand explicitly cannot attack, activate magic items, or carry more than 10 pounds, so you can't use it to punch an opponent or hold them immobile or anything like that.
This is the cantrip to end all cantrips. "Mage Hand" is so ridiculously useful and versatile that any wizard who leaves it off his list is a bloody fool. Using "Mage Hand" on the battlefield results in hilarious antics, as you can have it: throw bottles of booze, lit torches, flasks of oil, flaming bags of poop, etc...; scatter caltrops or ball bearings to create a hazard zone; knock over furniture for cover (or push it aside to take that cover away from someone else); untie a rope to drop a chandelier; slam a door in someone's face (or open one for an expeditious retreat); grab something and bring it over to you without leaving cover; ferry a potion, weapon, or other item to a party member across the battlefield; grab an item somebody else just fumbled and dropped; and more. While the "Mage Hand" explicitly cannot attack, it can still cause plenty of mischief and annoyance to an enemy by pulling a sword out of its scabbard, snatching arrows out of their quiver, tying boot laces together, pulling down pants, dropping a lightweight net, or other stuff. In the hands of an intelligent and creative player, this cantrip turns every battle into an "Indiana Jones"-style swashbuckling brawl.
Outside combat, "Mage Hand" is tons of fun for roleplaying and storytelling too, since it lets wizards be lazy bums while doing all manner of stuff outside of their reach: dusting the office, lacing their shoes, pouring a beverage, taking dishes to the sink, wiping up a spill, shaking the dirt off a rug, putting on or hanging up a hat/cloak/staff, holding up a scroll or map, turning the pages of a book, and anything else you want your magic user to accomplish with minimal to zero effort. Don't even get me started on the sorts of mischief two or more PCs with "Mage Hand" can get up to if they work in concert.
If there's a more useful cantrip in the hands of creative players than "Mage Hand", it's not in the PHB.
Mending
With a casting time of one minute, and a range of touch, "Mending" allows the caster to piece together an item which has been slightly damaged or broken, as long as the break doesn't extend beyond a foot. The text gives examples of stitching a hole in a wineskin, turning two halves of a broken key into a full key, fixing a tear in a cloak, or repairing a link in a broken chain.
This is a cantrip with very limited to zero practical application during combat, but with tons of potential outside of a fight. Casters who know "Mending" can use it during a rest to fix clothing, repair broken weapons, close holes in boots, patch a leaking tent, and other mundane tasks. With some outside-the-box thinking, however, "Mending" becomes even more useful. Consider collecting broken arrows after a battle and putting them back together to save money on ammo. Break something hollow, like the leg of a chair, hide something inside it, and "Mend" the break so it looks like nothing out of the ordinary. Sharpen the edges of a coin, tear a corner of your shirt or a cloak, slip the coin inside, and "Mend" the tear--now you have an easy-access tool to cut ropes or other things if you ever find yourself taken prisoner. Break the wax seal on an important document, read it, then "Mend" the seal again so it looks undisturbed. Tear papers, maps, or other documents into pieces to disguise them as junk, then "Mend" them together later when you need them. Few cantrips in the game offer the opportunities for subterfuge that "Mending" does.
Message
Using nothing but a small length of copper wire and a pointed finger, "Message" allows you to designate a creature within 120 feet and use your action to whisper a message only that creature can hear. The target can then whisper a message back which is only audible to you. You don't need line-of-sight on the target, as long as you have knowledge of the target and where it is, so a wizard can "Message" her apprentice if she knows she's in the study, or you could "Message" a party member you know is seated in a dark corner of the tavern. As long as the spell's path to the target isn't blocked by a foot of stone, three feet of wood, an inch of metal, a thin sheet of lead, or magical silence, both your message and the response succeed automatically.
If you can't think of a zillion applications for "Message", I don't know what to tell you. A caster with "Message" can spy on a private meeting and transmit the salient parts back to party members who are not privy to the discussion. You can use it to contact a scout and have them report back without risking detection. You can pick an individual and make voices sound in their head (note that while they can respond to the caster, they don't automatically know who is talking to them). Imagine using "Message" to whisper, "Pssst! Over here!" to a sentry, and sneaking by while they're looking for the source of the whisper. With a good enough bluff skill, you could "Message" an enemy lieutenant pretending to be their commander (or more likely his mage), and ask for a situation update, troop report, or pass along phony/contradictory orders or rumors. At worst, you sow some discord--at best, you learn critical information or destroy morale. You can even use "Message" in the middle of a battle, to pass on orders without tipping off the enemy, or to plan an ambush (or order a change of plans) without needing to huddle together or break formation. Evil players can even use "Message" to pass notes about what they plan to do to party members without anyone else being the wiser...not that I encourage that sort of behavior, but you can do it.
Minor Illusion
If there's a rival to "Mage Hand"'s usefulness, it's this one right here. "Minor Illusion" takes one action, lasts one minute, and produces a sound or basic image within 30 feet. If it's a sound, the caster chooses the volume (anything from a whisper to a scream) and the location from where it emanates. The caster can choose to make a new sound at any point during the spell's duration, alter the volume, and make it start and stop as desired. If the caster makes an object, it can be no bigger than a 5' cube. The image created is static, and only visual, so no auditory, olfactory, lighting, or other properties are allowed. Anything that touches the illusion realizes its nature, as they pass through it. The illusion goes away if the spell is cast again, or if the caster dismisses it early.
"Minor Illusion" is all about misdirection. The caster can use it to create a distraction (a frequent favorite is a shout for help, breaking glass, marching footsteps, or other cause for alarm coming from outside of earshot), or as a way to hide himself, someone else, or something else, in plain sight--think ducking into a ball and creating the illusion of a barrel or crate. The illusion doesn't require the caster's concentration, so you can do other things while the illusion's in place (like use "Mage Hand" to rearrange the furniture). You could also use it to present an illusion of an empty hand while you have a weapon drawn, the illusion of a weapon when you're unarmed, the illusion of different clothing than what you are wearing as part of a disguise, and so forth.
Note that touching the illusion immediately reveals it for what it is, so attempting to pass illusory money or merchandise to a merchant, for example, will be caught immediately. You could illusion up a floor full of caltrops or an open pit to cover your retreat, the shadow of something looming up behind someone, a sudden gout of flame, or the image of a book or some other trinket still sitting where it belonged to cover a bit of thievery. Whatever you choose, you have one minute to take advantage of it, so make sure it's good.
Poison Spray
"Poison Spray" is the only cantrip on this list which I have no problem labeling worthless. At first glance, it seems pretty cool: the caster holds out their hand and puffs a spray of noxious gas at an opponent. The spell hits automatically and delivers 1d12 poison damage unless the target makes a Constitution save. Like other direct damage cantrips, the spell increases in power to 2d12 at level 5, 3d12 at level 11, and 4d12 at level 17. It's a straightforward spell with the potential to hit hard, so what's wrong with it?
The spell has a rage of 10 feet. That means you need to be practically up in a monster's face before you can use it, and for a spellcaster, 10 feet is way too close to an enemy for comfort. Additionally, there are more monsters with resistance or immunity to poison damage than almost any other type, making the spell against undead, constructs, things that don't breathe, or if you find yourself fighting underwater or in a vacuum where there's no air. Sure, 1d12 is some hefty damage for a 0-level spell, but the fact you have to get within spitting range of an enemy to target them with it combined with the ubiquity of poison-resistant and immune creatures renders this one cantrip no sorcerer can afford to waste a slot on. If you need an auto-hit direct damage cantrip (and you aren't playing a Druid), take "Acid Splash". If you are playing a Druid, only take this as a last-ditch backup cantrip, and stick with "Produce Flame".
Prestidigitation
Another rival to "Mage Hand" for the title of most useful cantrip, "Prestidigitation" is for magic users what "Druidcraft" is to Druids: a way to perform a lot of simple tricks and nonsense to make life easier, entertain a crowd, or otherwise make roleplaying more fun.
Like "Druidcraft", "Prestidigitation" can allow you to create the same minor, harmless sensory effect (shower of sparks, tinkling bells, puff of wind, etc...), and also light or extinguish a candle, torch, or campfire. It also allows you to instantly clean or soil an object no larger than one cubic foot; chill, warm, or flavor up to one cubic foot of non-living matter for up to an hour; mark the surface of an object with a symbol, marking, or color for up to an hour; or create a non-magical, trinket or illusory image that can fit in the palm of your hand, which lasts until the end of your next turn. Unlike "Druidcraft", you can cast this spell up to three times in succession to produce three different effects, none of which require your concentration.
"Prestidigitation" is the parlor trick cantrip, the kind of thing a low-level mage or bard would use to entertain at a party: make a rose appear out of thin air to gift to a spectator, create laughter after telling a joke to encourage the crowd to do likewise, conjure up a set of phantom dice which disappear when thrown into the air, make sparks shoot out of your partner's mouth, or 'dim the lights' by dousing a nearby torch or other fire source. If "Druidcraft" inspired you with its possibilities, "Prestidigitation" offers up similar opportunities for arcade caster classes. The major downside to "Prestidigitation" is a range limit of 10 feet. This makes it far less useful than "Druidcraft" for putting out fires at range or other acts of subterfuge, but still, a mage or bard with this cantrip can easily make herself the center of attention in any social gathering, and even clean up any messes afterwards.
Produce Flame
Available only to Druids (who cannot get "Dancing Lights" or "Light", it should be noted), this conjures up a small ball of magical fire in the caster's hand, which gives off bright light to a range of ten feet, and dim light for another ten feet beyond that, without damaging either the caster or his equipment, and lasts for ten minutes with no concentration needed.
Beyond that, "Produce Flame" can be used as an attack spell, although only to a distance of 30 feet. A successful ranged spell attack against a creature hits for 1d8 fire damage, increased to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Attacking with it ends the spell, whether or not the attack hits. Along with "Poison Spray", this is one of the few direct damage cantrips available to Druids. Between the two, this is your better option, as it's far more versatile in its effects, has a longer range, and isn't locked to combat usage. Unfortunately, unlike the arcane "Fire Bolt", this spell can only target living creatures and cannot light combustibles. It can, however, be used as a reliable light source that won't inadvertently start a roaring brush fire if dropped, so naturally the nature hippies love it.
Ray of Frost
Another direct damage cantrip with zero uses outside combat. The caster designates a creature within 60 feet, and makes a ranged spell attack. If it hits, a ray of frigid blue light strikes the creature, dishing out 1d8 points of cold damage, and reducing its total speed by 10 feet until the end of the caster's next turn. Like other cantrips of its kind, it gains in power level by level, dealing 2d8 damage at level 5, 3d8 at level 11, and 4d8 at level 17.
"Ray of Frost" has tons of battlefield control options, and for Wizards and Sorcerers who can't learn "Eldritch Blast", it makes for a great second choice. While there are cantrips which dish out higher damage, no other cantrip hobbles an enemy's ability to make charge attacks, retreat, or rush to a friend's aid like this one does. The loss of 10 feet worth of speed means the average creature goes from being able to move 30 feet and dash 60 feet to moving 20 feet and dashing 40 feet. That may not seem like much, but those extra two or four squares on the battlemat can mean the difference between an enemy overrunning your position and stopping just short of your set spears. It's also useful for making sure your team can catch those pesky lieutenants and commanders who may be tempted to run away once combat starts going poorly for them--there are dozens of things you can do with prisoners, after all...
Resistance
"Resistance", much like "Guidance", is one of those cantrips you don't realize you need until you get yourself into a situation where it would be helpful. After the Cleric or Druid touches the target and maintains concentration for up to a minute, the target receives the benefit of an extra d4 added to a single saving throw.
Like "Guidance", "Resistance" must be cast before the action which would require it to come into play. Once the explosive runes have gone off or the floor has dropped open, it's too late. This spell is best paired with a Rogue, especially if one PC can use "Guidance" to help her disarm a trap, so "Resistance" can work as a backup in case things go sideways. One can also use "Resistance" to better the chance of someone resisting damage cantrips like "Poison Spray" and "Acid Splash", walk through a wall of fire, or dodge dragon breath. Like "Guidance", it's one of those spells which remains useful no matter how powerful the party gets, because a successful saving throw is often the difference between life and death.
Sacred Flame
Warlocks have "Eldritch Blast", but Clerics have "Sacred Flame", and holy shit does it belong in every Cleric's arsenal. "Sacred Flame" is the only direct damage cantrip permitted to Clerics. That alone should be enough to add it to your prayer rolls, but it gets better. Within 60 feet of the caster, "Sacred Flame" calls down a bolt of flame-like radiance to strike any creature the caster can see, regardless of cover. The bolt automatically hits, and deals 1d8 damage unless the target succeeds on a Dexterity save. Like other direct damage cantrips, "Sacred Flame" bolsters itself at higher levels, doing 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
If I have to explain how powerful this cantrip is by this point, you haven't been paying attention, but just in case you need one more reason to pick up "Sacred Flame", it deals Radiant damage. Next to 'Force', Radiant is the least-resisted damage type among all creatures. What's more, monsters that do resist it tend to be Good-aligned beings like angels and other celestial creatures the PCs are unlikely to spar with unless the DM is running an evil campaign. "Sacred Flame": for when the enemies are fleeing and you need to smite their asses anyway.
Shillelagh
Reading the description for this cantrip is confusing as hell, especially to new players, so I want to break down what the spell text means as it's not immediately obvious. For Druids only, this cantrip imbues the caster's club or quarterstaff with Nature's power. For the next minute, the weapon counts as a magical weapon for purposes of being able to hit and damage creatures which resist normal weapons, and dishes out d8 damage instead of its usual amount (1d4 for a club, 1d6 for a quarterstaff). This does not require concentration, meaning the Druid using it can take hits and not worry about the effect expiring unexpectedly.
The text also says:
For the duration, you can use your spellcasting ability, instead of Strength, for the attack and damage rolls of melee attacks using this weapon.
That's the confusing part, but what it basically means is that you roll d8 plus your Wisdom bonus instead of your Strength bonus if you like. For Druids, especially low-level Druids, this can be huge, as it means you can use Strength as a dump stat and still be an effective melee combatant. If you pick this spell up somehow as another class (say a College of Lore Bard using Magical Secrets, or through the "Magic Initiate" feat), then you use whatever your class's spellcasting attribute instead of Strength if you like--nothing like the Bard using her own Charisma to power up a Quarterstaff and smack the bejeezus out of some unsuspecting target, or a Wizard turning into a raging, Intelligence-fueled melee fighter for a minute. That's the good news.
The bad news is that, unlike many other cantrips, "Shillelagh" doesn't scale in power as you go up in levels. While it can be extremely helpful for a new Druid, or one with low strength, if you survive to reach higher levels, it's one you'll find yourself using less and less as you acquire more potent spells and abilities. There are also no roleplaying aspects to it, meaning anytime you aren't in melee combat, it's a wasted spell. Pick it up as a low-level character, but consider swapping it out for something more utilitarian after you've gained a few levels as your class allows.
Shocking Grasp
"Shocking Grasp" is the Three Stooges Joy Buzzer of cantrips. By succeeding on a melee spell attack against a creature, the caster delivers 1d8 lightning damage. If the target's wearing metal armor, the caster gets Advantage on the attack roll. A hit also means the target is unable to take any reactive actions (attacks of opportunity, anything prepared using the Ready action, etc...) until the start of its next turn, so basically you stun the creature.
This feels like it should have great battlefield control options like "Eldritch Blast" and "Ray of Frost", and it does, but the major disadvantage to "Shocking Grasp" is its range. Since you have to actually touch an opponent to make this work, that means your Sorcerer or Wizard is within striking distance and should probably focus on getting the hell out of there instead of Nyuk-nyuk-nyuking around with the enemy. "Shocking Grasp" does have one useful purposes, in that it makes for a great "last resort" spell: if you can hit with it, you can immediately move away without using Disengage and your opponent will be unable to respond with an attack of opportunity. Since spell-slingers should be avoiding melee combat whenever possible, and your party should be protecting you if they're playing intelligently, this is a cantrip with very slim applications. The one it does have, however, is potentially life-saving, so overly cautious and paranoid players may want to add this to their arsenal. Everyone else? Pick something better.
Spare The Dying
This Cleric-only cantrip allows the caster, upon touch, to instantly stabilize a creature with zero hit points, thus negating the need for making further death saving throws. It doesn't restore any hit points or provide any other effects, it just keeps someone at 0 hit points from becoming instant worm fodder, and saves the cost of a "Resurrection".
It's also one of the most useless cantrips in the game for PCs, given that Healer's Kits exists, which can be used by anyone to stabilize a dying creature. If you're a Cleric with the Healer template, your Healing Kit not only stabilizes a dying creature, but gives it 1 HP on top of that. Additionally, any sort of healing from magic, be it a "Cure Wounds" spell, a Paladin's Laying On Hands ability, or a simple healing potion, also stabilizes the target. There are so many ways to duplicate or better the effects of this cantrip that taking it is pointless. The sole exception is if you're playing a Grave Domain Cleric from Xanathar's Guide to Everything. Grave Domain Clerics receive a power-boosted version of this cantrip for free at first level, which can be cast at a range of 30', allowing you to stabilize a downed ally from a distance, which is a badass ability, not going to lie.
That said, "Spare the Dying" is an important cantrip to have actually exist in the world. As a DM, you should consider giving it to any healer-type NPC who would find it useful, especially battlefield medics or other low-level priestly sorts. As a player though? You've got much better options. Use 'em.
Thaumaturgy
This is "Prestidigitation" or "Druidcraft" for Divine casters, and as such, every Cleric needs this cantrip. "Thaumaturgy" allows the caster to channel divine energy and manifest a minor sign or wonder. The possible effects are as follows:
- Your voice booms up to three times louder than normal for up to a minutes.
- You cause flames to brighten, flicker, dim, or change color for a minute.
- You cause harmless tremors in the ground for a minute.
- You create an instantaneous sound of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispering.
- You cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for one minute.
You can cast it up to three times over the course of that minute, and each time use a different effect. Basically if you remember the scene between Frodo and Galadriel in Lord of the Rings, where she fantasizes about how dark and beautiful a ruler she could become with the One Ring, you understand this cantrip. Applications should be obvious to anyone with two brain cells to rub together. Consider the effect of a suddenly booming voice on an intimidation check, a tremor in the earth on an opposing army's morale, a shift in your eyes to indicate possession or trance, slamming doors in the face of your enemies (or throwing them open to safely set off traps), or calling out a rush of whispers from the tavern's fireplace. "Thaumaturgy" is all about the roleplaying, and its effects require no concentration on your part. You can use it to deliver important messages across rowdy taverns, taunt someone across a field, or deliver a sermon that will open the purses of any townsfolk within earshot.
"My Cleric stomps towards the opposing army, her voice booming a prayer to Pelor apologizing for the number of souls she is about to send him, as the ground trembles with every step she takes, and thunder splits the air despite the lack of storm clouds in the sky!"
That, my friends, is "Thaumaturgy" in action. Get you some.
Thorn Whip
Pick a target up to 30' away, make a ranged spell attack, and if it hits, the creature takes 1d6 piercing damage. If the creature is Large size or smaller, you can also pull it up to 10 feet in your direction. The whip increases in power to 2d6 at level 5, 3d6 and level 11, and 4d6 at level 17.
Holy shit, now this is a direct damage cantrip every Druid needs. Don't worry about the damage; 1d6 piercing may not sound all that great, but you're not using the spell to cause pain. You're using the spell for its secondary effect, which is to haul people around the battlefield against their will. Ten feet is two square on a battlemat, and though it may not sound like much, that can provoke attacks of opportunity from your allies that will see you cleaning up the combat zone in no time. What's more, this can allow you to drag enemies off walls, into traps, off cliffs, into the way of other enemies by bunching them up for area of effect spells, using one to block a doorway or other choke point, and more.
With this cantrip in your arsenal, you are Scorpion from Mortal Kombat, and I've yet to meet a player who doesn't yell, "GET OVER HERE!" every time they connect with it.
You can also target your own allies--assuming they survive the damage, you can pull them across a short gap, over a wall or behind a tree to provide cover, out of range of enemy artillery, or even drag a sniveling coward into the fray. "Thorn Whip"'s damage isn't what's important--its ability to move targets around the battlefield outweighs every other consideration. A successful hit can pull an opening into a phalanx of enemies, drag somebody over a bunch of broken glass or caltrops, through bushes and hedges, into open latrines, out from behind cover, over the front of a bar or out into the street from a doorway...the possibilities, both when it comes to adversaries and friends, are enormous. A Druid who understands the practical applications of "Thorn Whip" and works with other party members to set up combos is a hideous force to be reckoned with, and you deserve to be that force.
True Strike
With "True Strike", the Cleric points at a target within 30 feet. As long as he retains concentration, for up to one full round, he gains insight on the creature's defenses, giving him Advantage on his first attack roll against the target assuming the spell hasn't expired.
This one's a real mixed bag. There are potential situations where "True Strike" could come in handy. The thing I don't like is that you have to essentially give up an action (in this case, an attack) to gain Advantage on your next attack. Statistically speaking, you're sacrificing the ability to make two attacks at normal hit rate to make one with a greater chance (but no guarantee) that you'll hit. "True Strike" might be useful to undo Disadvantage conferred on you by the enemy for some reason (so you're rolling normally), but outside of that specific circumstance, or when you need every shot at striking a blow because circumstances are that dire, "True Strike" is really not an effective use of a spell slot. Doing the math, if you need to roll 9 or better to hit, and you have Disadvantage for some reason, you're better off using "True Strike" to negate the Disadvantage and get one normal attack. At 8 or less to hit, however, you're better off making multiple attacks, even at Disadvantage, instead of blowing an action using "True Strike".
That said, there are instances where using "True Strike" can make a lot of sense. One is in the case of an ambush, where you have the drop on enemies and are waiting for the signal. If you know you're gonna go on the next round, your target is within range, and you're going to make an attack roll, there's no reason not to use it. Additionally, you may be gearing up to cast a high-level spell which requires an attack roll and you want the best possible chance to hit--"True Strike" beforehand may keep you from klutzing that big blow. This actually makes "True Strike" more useful at higher levels than at lower levels, something that can't be said about a lot of other cantrips. That said, there are plenty of other cantrips I would pray for in lieu of this one most of the time.
Vicious Mockery
"Have at thee, brigand! I laugh at thy blade of metal the way ladies laugh at thy blade of flesh! Horses make sport of thy sister, donkeys of thy brother, and I of thy mother! "
If there's any Bard-specific cantrip that's an absolute requirement, it's this one. "Vicious Mockery" allows you to select a target within 60 feet and unleash a cutting string of taunts, japes, and insults to cause injury. Assuming the target can hear you (note that it doesn't have to understand you, just hear you), it has to succeed on a Wisdom saving throw or take 1d4 damage and suffer Disadvantage on its next attack roll. Not its next attack roll against you, its next attack roll period. Like other damage cantrips, this one beefs up to 2d4 damage at level 5, 3d4 at level 11, and 4d4 at level 17.
What makes "Vicious Mockery" so wonderful is not only the creativity it fosters in the player using it, but the fact it deals psychic damage. Psychic, like force and radiant, is a relatively rare damage type against which few monsters have innate resistance or immunity, but much like other battlefield control cantrips, dishing out damage is a secondary consideration. The primary use of "Vicious Mockery" is to put your target off his game. You can use "Vicious Mockery" to help save a party member in danger of getting cut down until someone can get there to assist, knock a foe off-balance in a duel, or to help your heavy hitter thin the ranks of creatures in front of her without taking as much damage. This is the rare cantrip which is exclusively used in combat but demands roleplaying excellence from its player anyway, which makes it a must-have in my book.
So there you have it. Every cantrip from the 5E PHB analyzed for worthiness and usefulness, with ideas for creative expression and the reasons why you should or should not consider them. If you've got anything to add, something I neglected to consider, a great cantrip story of your own, or you took offense to that bit about your mom, the comments are open. Make 'em good though. I don't want to see any lame groin game: make with the funnies, you salami servants. I look down upon your pecker pouches and castigate your beef beliefs. Come at me, ho blowers!
Or, you know, just read part three.
The best cantrips depend on the DM and the setting. In the game where I am a player, I have been disappointed by a lack of opportunities to use my non-combat skills. A +6 to history checks has been utterly useless so far, for example. Same goes for non-combat magic, cantrips or not.
To a certain extent, this will always be true, especially if you're playing with a group more focused on combat. But you can't fight all the time! That's why spells like "Minor Illusion", "Mage Hand", and "Druidcraft" are so much fun: you the player get to use them at-will to make your PC a little more interesting and have some fun at the same time, and the DM gets little to no say in the matter as long as you're following the rules. :)
If you haven't already, have a chat with your DM and let him/her know that you enjoy using all those non-combat skills you've put into your character. Your character likes history? That's a chance for the DM to make up some neat backgrounds for people and places in the campaign. Tie one or two of those things directly into the story, and that's an easy way to add memorable bits and pieces to the story you're telling.
Of course, some DMs just want to run war games, which is fine too. But it's also their job to make sure all their players are having fun. Not every minute of every session, but ideally everybody should get to shine once every session or two. :)
A +6 to history checks would be about the most useful bonus possible in the campaigns I run :) I suppose it really is so heavily dependent on the DM's style, I agree with you.
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Wow, this is a lot to digest. A lot of great ideas in here. I'mma keep this one as a reference article for the future. Nice Post.
Your post was upvoted by the @archdruid gaming curation team in partnership with @curie to support spreading the rewards to great content. Join the Archdruid Gaming Community at https://discord.gg/6yD2Emr. Good Game, Well Played!
Sup Dork! Enjoy the upvote!!!