Spellcasters in Dungeons & Dragons gain the ability to perform all sorts of extraordinary feats of magic as they level up, but in some circumstances, there can be no better choice of spell than a cantrip. Also called level zero spells, cantrips can be cast an unlimited number of times, are always prepared, and don't require the use of a spell slot.
The cantrips described are available to characters of the class denoted in brackets. Whether they are used in the arena of battle, to assist stealth missions, or help with matters of roleplaying and diplomacy, the versatile selection of cantrips on offer in D&D's 5th edition means they're useful no matter the style of campaign.
Updated on January 12th, 2023 by Stacie Rook: Dungeons & Dragons' 6th edition, known as One D&D, is currently in its playtesting phase (via ScreenRant), and will surely bring with it new cantrips for characters of all classes to use. In the meantime, though, 5e has a fantastic selection of level zero spells that can be used in all sorts of situations.
Booming Blade (Artificer, Sorcerer, Warlock, Wizard)
Tasha's Cauldron of Everything
Booming Blade is a cantrip which must be cast on a melee weapon that the caster is holding. When the caster next hits a foe with that weapon, their opponent is covered in a booming energy. If, before the start of the caster's next turn, the struck foe willingly moves, they take 1d8 thunder damage.
Though it relies on an enemy moving to do its damage, the Booming Blade cantrip is particularly useful for enemies that are trying to flee, helping the caster to do some extra damage before they get out of range.
Friends (Bard, Sorcerer, Warlock, Wizard)
Player's Handbook
Cast on the self, the Friends cantrip gives a player advantage on all Charisma checks they make concerning a single target for one minute. The target must be non-hostile, and the spell requires concentration.
Friends is great for getting one or two answers out of an NPC, or persuading them to do something small. When the spell ends, however, the target will know that magic has been cast on them, so it is most suitable for quick interactions.
Green-Flame Blade (Artificer, Sorcerer, Warlock, Wizard)
Tasha's Cauldron of Everything / Sword Coast Adventurer's Guide
When a party is just starting out, taking on low-level D&D monsters, cantrips are a particularly important part of battle, as PCs have few spell slots to rely on. Green-Flame Blade is a fantastic cantrip because it allows the caster to damage multiple enemies.
Cast on a melee weapon wielded by the spellcaster, Green-Flame Blade prompts the caster to make an attack against a foe within five feet of them. On a hit, the attack does its usual damage, but additionally, flames leap to a secondary creature within five feet of the first, causing them to take fire damage equal to the 's spellcasting ability modifier. As a character levels, the cantrip also does fire damage to the initial foe, keeping it a useful spell to have.
Resistance (Artificer, Cleric, Druid)
Player's Handbook
A fantastic way to help bolster an ally who is struggling with their saves, the Resistance cantrip is a concentration spell that lasts for up to one minute.
To cast Resistance, the spellcaster touches one willing creature. This lets the target add a d4 to a saving throw of their choice before the spell finishes. Crucially, the target can choose to add the d4 after they've rolled a save, meaning that it won't be wasted if the target starts rolling well! Though it's a small boost, a d4 can in many cases make all the difference between success and failure.
Encode Thoughts (Wizard)
Guildmaster's Guide to Ravnica
Encode Thoughts complements many of the must-have spells for wizards which focus on preservation. An enchantment, Encode Thoughts lets a wizard pull a message, memory, or idea from their own mind, and transform it into a glowing thought strand, which appears in front of the wizard as a tiny, ribbon-like object.
Encode Thoughts is most useful, though, when used in tandem with other mind reading spells, like Detect Thoughts. If a wizard casts Encode Thoughts while concentrating on an ability like Detect Thoughts, they can transform a thought or memory of their target's into a thought strand instead. This can be extremely useful if a player needs to acquire evidence, though its duration of eight hours is a limitation.
Guidance (Artificer, Cleric, Druid)
Player's Handbook
Guidance allows the caster to grant a willing target assistance for one ability check they will make in the next minute, giving them a d4 which they can add to that roll. It is a concentration spell with a range of touch.
This divination cantrip is extremely useful and can be crucial for boosting an ability check past the required DC. Its versatility means that it is helpful when cast on players of any class, while its status as a cantrip means it can be used frequently.
Mage Hand (Artificer, Bard, Sorcerer, Warlock, Wizard)
Player's Handbook
With a range of thirty feet, the Mage Hand cantrip conjures a spectral hand the caster can control, allowing them to grasp objects with a carrying capacity of up to ten pounds.
In addition to being able to clutch items, the Mage Hand has many other applications, whether it's used to open unlocked doors, retrieve things out of a player's reach, handle volatile substances, or cause a distraction. Though it can't be used to attack or activate magical items, Mage Hand's high functionality makes it a hugely worthwhile cantrip to know.
Minor Illusion (Bard, Sorcerer, Warlock, Wizard)
Player's Handbook
Minor Illusion, as its name suggests, is a cantrip that can be used to manifest a sound or image within thirty feet of the caster, which can last for up to one minute. As a sound, it can range from a whisper to a scream, while images must be no larger than a five-foot cube.
Though interacting with the illusion or examining it with a successful Investigation check against the caster's spell save DC reveals its true nature, Minor Illusion can be highly effective as a tool to confuse foes or misdirect attention. It can also aid those wishing to hide, or be used to display a message. The five-foot cube contains multitudes!
Eldritch Blast (Warlock)
Player's Handbook
Perfect for any warlock no matter how powerful their subclass is, Eldritch Blast is a staple warlock spell. An evocation cantrip with plenty of firepower, it allows the caster to make a ranged spell attack which deals 1d10 force damage on a hit.
At higher levels its potency increases, allowing the caster to fire more beams which can each target different foes. As warlocks have so few leveled spell slots, Eldritch Blast's power keeps them fighting in longer battles, while its range of 120 feet is highly useful in big-scale fights. The Eldritch Blast's power can also be diversified when Warlocks learn Eldritch Invocations.
Toll The Dead (Cleric, Warlock, Wizard)
Xanathar's Guide to Everything
Toll The Dead uses necromancy to target a creature within its sixty-foot range, causing them to make a Wisdom saving throw. A failed save means the target takes 1d8 necrotic damage, or 1d12 if they are missing any hit points.
The damage of this cantrip scales as the caster levels up, to two dice at fifth level, three at eleventh, and four at seventeenth. It's particularly useful as a way to inflict further damage on an already injured opponent without the need to use a spell slot or get into melee range with a weapon and is highly effective on low-Wisdom monsters like the Gelatinous Cube or Kobolds.