The Best 3 Cantrips In Dungeons & Dragons 5e

By Francis Tunwase

Spellcasters in Dungeons & Dragons can deal devastating blows to enemies and unleash powerful magic to save allies. There are times, though, when magic users want to save their spell slots, and that’s where cantrips come in. Magic users can avoid using all their spell slots to inflict harm with these 0 level spells. The following are the best cantrips in D&D 5e you should consider when building your character.

Mage Hand

Image courtesy of Jacktoland/forgottenrealms.fandom.com

With the use of their magical powers, spellcasters can conjure a Mage Hand (Conjuration). Within 30 feet, a floating spectral hand can be summoned by this Cantrip. Don’t let the short range dissuade you. 30 feet is enough to let magic users save movement in combat. The downside, though, is that the capabilities are limited and casters cannot use Mage Hand to carry items heavier than 10 pounds, make attacks, or activate magical objects.

Mind Sliver

Even the smallest amount of disorientation can cause someone to lose their bearings, which can have life-threatening repercussions. Without wasting a spell slot, the spell caster will force a creature within 60 feet to roll an Int Saving Throw. There is a -1d4 penalty on the creature’s next Saving Throw before the end of the next turn of the caster if they fail to save themselves from taking 1d6 Psychic damage.

Shape Water

Image courtesy of Sirwhiteout/forgottenrealms.fandom.com

Since D&D works in feet, this transmutation cantrip is measured as five cubic feet of water within 30 feet from the player. This Cantrip allows casters to alter the flow of water up to 5 feet in any direction. This water can also be frozen or animated in an hour, making it ideal for making sculptures out of it.