A Cantrip is the simplest form of magic in Baldur’s Gate 3. Unlike multi-tiered spells that use finite resources, Cantrips can be cast an unlimited amount of times. However, their power tends to be low or situational.
Cantrips can be learned by both classes and a small number of races in Baldur’s Gate 3. When playing a single class, players will eventually learn all the possible Cantrips. If utilizing multiple classes, selecting Cantrips becomes much more important.
Magic Source and Power
Each Cantrip is either learned at level one by being a certain race, or is gained upon advancing levels of a class. Magic is tied to one of the three mental stats: Intelligence, Wisdom, or Charisma. Multiple classes might share the Cantrip on their spell list but still use different Ability Scores to determine its accuracy. For example, Poison Spray is both on the Druid and Sorcerer list, but the former would always use Wisdom, while the latter casts with Charisma.
Certain aspects of a Cantrip are still determined by total level, even if multiclassed. For example, Fire Bolt will increase to 2d10 damage at 5th level, and 3d10 at 11th level. Each Cantrip has specific rules and bonuses.
Ability Score |
Magic Source |
---|---|
Intelligence |
Wizard, Eldritch Knight Fighter, Arcane Trickster Rogue, High Elf, High Half-Elf |
Wisdom |
Cleric, Druid, Way of the Shadow Monk, Mage Breaker Ranger |
Charisma |
Bard, Sorcerer, Warlock, Tiefling |
Magic Initiate Feats
At levels 4, 8, and 12 players can choose to take a Magic Initiate feat linked to a primary class - Eldritch Knight and Arcane Trickster are subclasses and are not eligible. A character will learn two Cantrips and one first-level spell from that class, using the same linked Ability Score for calculations. This can be very useful for classes that use the same score, like a magic-focused Paladin in Baldur’s Gate 3 taking Magic Initiate: Sorcerer.
Feats take the place of Ability Score Improvements. As odd scores do not increase bonuses, it may better to reach spell casting thresholds of 16, 18, or 20. Equipment can also be used to raise these stats. Conversely, some builds may even want to “dump” their casting stat down to 8 if their primary spells are purely utility and don’t hit foes.
Attack Cantrips
Many Cantrips directly damage or otherwise harm foes. These require the caster to make an attack roll against the Armor Class of an enemy - ties going to the caster. This means it is harder to hit a heavily armored enemy Fighter in Baldur’s Gate 3. The formula for the attack is as follows:
- 1d20 + 10 + Proficiency Bonus + Magic Ability Score vs Armor Class
Cantrip |
Possible Sources |
Magic Effect |
---|---|---|
Bone Chill |
Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Deal 1d8 Necrotic damage. Target cannot heal for one round. If undead, they have disadvantage on attacks for one round. |
Eldritch Blast |
Warlock |
Deal 1d10 Force damage. |
Fire Bolt |
Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Deal 1d10 Fire damage. |
Ray of Frost |
Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Deal 1d8 Cold damage. Target’s movement is halved for one round. |
Shocking Grasp |
Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Deal 1d8 Lightning damage at melee range. This attack roll has advantage if the enemy is wearing metal armor. |
Thorn Whip |
Druid, Warlock |
Deal 1d6 Piercing damage at mid-range. The target is pulled 3m closer to the caster. |
The Warlock class in Baldur’s Gate 3 gains features that improve Eldritch Blast. These Eldritch Invocations include extra Charisma-based damage, or the ability to knock enemies back. However, taking these options will limit or delay the Warlock’s higher spell options.
Saving Throw Cantrips
Another type of Cantrip technically always hits the intended target. It is up to the enemy to make a Saving Throw to resist the consequences; this time ties go to the defender. Each Cantrip has a specific Saving Throw linked to an Ability Score. Casters will typically want to use magic that target’s the enemy’s lowest score. The equation for the Difficulty Class is as follows:
- 8 + Proficiency Bonus + Magic Ability Score vs 1d20 + Saving Throw Bonus
Cantrip |
Possible Sources |
Saving Throw |
Effect |
---|---|---|---|
Acid Splash |
Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Dexterity |
Deal 1d6 Acid damage in a small burst. |
Poison Spray |
Druid, Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Constitution |
Deal 1d12 Poison damage in melee range. |
Scared Flame |
Cleric |
Dexterity |
Deal 1d8 Radiant damage. |
Vicious Mockery |
Bard |
Wisdom |
Deal 1d4 Psychic damage. Target has disadvantage on their next attack roll. |
Utility Cantrips
Several Cantrips are purely for roleplaying or exploring Baldur’s Gate 3. These tend to best function out of combat. However, they can still have a niche in a fight as they mostly affect the environment and cannot be resisted. Some utility Cantrips have a secondary action that can turn them into attacks or some offensive power.
To balance these Cantrips, many require Concentration. Only one magical effect can be concentrated on at a time, and the previous one will end if another is activated. Additionally, suffering damage requires a Contusion Saving Throw to not lose the spell entirely.
Cantrip |
Possible Source |
Effect |
---|---|---|
Blade Ward |
Bard, Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
The caster takes only half damage from Piercing, Slashing, and Bludgeoning damage for two rounds. |
Dancing Lights |
Bard, Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Moving lights follow the caster for 10 rounds. Uses concentration to maintain. |
Friends |
Bard, Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Gain advantage on Charisma checks for 10 rounds. When the spell ends, affected creatures will know they were mind controlled and may become hostile on higher difficulties settings in Baldur’s Gate 3. Uses concentration to maintain. |
Guidance |
Cleric, Druid |
Target gains 1d4 bonus on Ability Checks for 10 rounds. Uses concentration to maintain. |
Light |
Bard, Cleric, Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf |
Illuminate the touched creature, object, or surface. Hostile targets can attempt a Dexterity Saving Throw to resist. |
Mage Hand |
Bard, Cleric, Wizard, Fighter, Rogue, Sorcerer, Elf, Half-Elf, Tiefling, Githyanki |
Create a spectral hand that can interact with objects. |
Minor Illusion |
Bard, Cleric, Wizard, Fighter, Rogue, Monk, Sorcerer, Elf, Half-El |
Create a decoy to distract creatures. |
Produce Flame |
Druid, Tiefling |
Create a flame with a small radius of light. As a free action, throw the fire as an attack roll that deal 1d8 Fire damage. |
Resistance |
Cleric, Druid |
Target gains a bonus 1d4 on all Saving Throws. Uses concentration to maintain. |
Shillelagh |
Druid |
Imbue an equipped staff or club with magic, causing it to deal 1d8+2 Bludgeoning damage. It will also use Wisdom instead of Strength for attack rolls. |
Thaumaturgy |
Cleric, Tiefling |
Create a sigil that grants advantage on Intimidation and Performance. |
True Strike |
Bard, Wizard, Fighter, Rogue, Ranger, Sorcerer, Elf, Half-Elf |
Gain advantage on the next attack roll. Uses concentration to maintain. |