Best Cantrips in D&D 5e (Tier List): Reliable Picks for Every Caster

Cantrips are the spells you cast when slots are gone, or when the problem is small enough that burning one would feel silly. The standouts either solve recurring out-of-combat problems or stay relevant at high level because their output scales or their effect never goes out of style.

Before you commit ink to your sheet, these two articles clear most early confusion:

How this list works

S-Tier (almost always worth it)

Guidance

The best non-combat cantrip for most parties. It’s simple, it’s flexible, and it turns “we might fail” into “we probably pass.”

Mage Hand

Real utility: traps, keys, levers, risky objects. If your DM respects distance and danger, this cantrip pays for itself every session.

Prestidigitation

Not powerful on paper, but it enables hundreds of small advantages: cleaning evidence, making a disguise believable, flavoring food, marking objects, and more.

A-Tier (strong in most campaigns)

Minor Illusion

One of the best “creative advantage” cantrips. It’s useful in stealth, distractions, and battlefield control (depending on DM rulings).

Light

Often the cleanest answer to “we can’t see.” Especially valuable in parties without universal darkvision.

Spare the Dying (if no healer safety net)

If your group drops often and you don’t have reliable healing, this prevents bad outcomes. In a stable party, it’s less necessary.

Combat cantrips (what matters most)

When choosing damage cantrips, prioritize:

If you’re new, don’t overthink it: pick one “standard” combat cantrip and one utility cantrip and you’ll be fine.

Common mistakes

Ready for leveled spells?

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