If you want to take your gameplay to the next level in Baldur’s Gate 3, then you need to use the Best Cantrips available. There are many Cantrips to choose from, but not all of them are as effective as each other. That is why having a good understanding of each Cantrip is a must.
Key Takeaways
- Cantrips are fundamental spells in Baldur’s Gate 3, offering diverse effects and uses.
- Each cantrip is tied to specific classes, races, or subclasses, creating unique character-building opportunities.
- Understanding the strengths and limitations of cantrips is crucial for effective combat and role-play.
- Cantrips like Sacred Flame, Fire Bolt, and Eldritch Blast provide reliable damage output with varying elemental effects.
- Tactical cantrips such as Shocking Grasp and Vicious Mockery offer strategic advantages like disabling reactions and imposing disadvantages on enemies.
- Utility cantrips like Guidance, Mage Hand, and Dancing Lights provide creative solutions for out-of-combat scenarios.
- Cantrips like True Strike and Blade Ward offer specific advantages but may have limited applications.
- Consider the context of your character build, playstyle, and party composition when choosing cantrips.
Best Cantrips in Baldur’s Gate 3
Here’s an overview of all the best cantrips in Baldur’s Gate 3, alongside their class, range, damage, additional effects, and considerations
Cantrip | Class | Range | Damage | Additional Effects | Limitations and Considerations |
---|---|---|---|---|---|
Sacred Flame | Cleric | 18 meters | 1d6 to 1d8 radiant damage | No concentration, not blocked by objects, can hit target without line of sight | Limited to Clerics, radiant damage effective against certain creatures, might be weaker than other options like Fire Bolt |
Shillelagh | Druid | Self | Transforms weapon to deal 1d8+2 Bludgeoning damage, uses spellcasting ability for attack rolls | Bonus action spell, can be combined with other actions, limited to Druid class | Limited to Druids, usage may be limited based on character build |
Shocking Grasp | Sorcerer, Wizard, Eldritch Knight Fighter, High Elves | Touch | 1d8 lightning damage | Prevents enemy reactions, synergizes with metal armor, tactical advantage against certain enemies | Limited to melee range, effectiveness varies based on circumstances |
Vicious Mockery | Bard | 18 meters | 1d4 psychic damage, imposes disadvantage on target’s next attack roll | Effective ranged debuff, protects party members from harm | Limited to Bards, damage may seem insignificant |
Produce Flame | Various | Self | 1d8 fire damage, also usable for illumination | Can be thrown on the same turn without action cost, versatile dual-purpose cantrip | Limited to specific classes or races, slightly lower damage than Fire Bolt |
Fire Bolt | Various | 18 meters | 1d10 fire damage | High chance of hitting, can ignite flammable substances, reliable damage | Usable by multiple classes, potential collateral damage from igniting surfaces |
Acid Splash | Sorcerer, Wizard, Eldritch Knight Fighter | 18 meters | 1d6 acid damage in 2-meter radius | Only AoE cantrip, reduces target’s armor class by 2, versatile damage type | Limited range, challenge hitting targets, common poison resistance |
Ray of Frost | Eldritch Knight Fighter, Sorcerer, Wizard, High Elves | 18 meters | 1d8 cold damage, reduces target’s movement by 3 meters | Freezing movement can prevent opponent’s attacks, control battlefield | Limited to caster classes, special effect against moving foes |
Poison Spray | Various | Touch | 1d12 poison damage | Targets must fail constitution saving throw, damage potential hindered by resistances | Limited range, might not hit reliably, limited spell selection |
Guidance | Cleric, Druid | Touch | No damage | Adds 1d4 bonus on skill checks for 10 rounds, useful for non-combat tasks | Limited to Clerics and Druids, out of combat utility |
True Strike | Various | Self | No damage | Grants advantage on next attack roll, strategic advantage | Concentration required, limited practical use |
Mage Hand | Various | 18 meters | No damage | Manipulates objects at range, diverse uses in and out of combat | Limited manipulation based on object size and intricacy |
Dancing Lights | High Elves, Arcane Trickster Rogue, Druid | 9 meters | No damage | Illuminates surroundings, negates disadvantage from darkness | Limited to specific classes, center of illumination around caster |
Blade Ward | High Elves, Cleric | Self | No damage | Grants resistance to physical damage, useful for defense | Requires constant casting for permanent effect, limits offensive capabilities |
Eldritch Blast | Warlock | 18 meters | 1d10 force damage, can hit multiple times | Highly potent damage cantrip, scales with character level, exclusive Warlock enhancements | Limited to Warlocks for exclusive enhancements, other classes have access but not enhancements |
15. Sacred Flame
Sacred Flame is a cantrip exclusive to Clerics, and it requires an enemy within an 18-meter distance to fail a dexterity saving roll or take 1d6 to 1d8 radiant damage.
- This Cleric-only cantrip does not need concentration and is not blocked by objects.
- Even without line of sight, you can still hit a target with Sacred Flame.
- It’s a unique aspect that sets it apart from other ranged spells.
Radiant damage is often effective against certain creatures, making Sacred Flame a powerful option against high-AC enemies.
- Unfortunately, Sacred Flame is limited to one class, which holds it back from being widely available to every spellcaster.
- While it can deal reasonable damage, it is sometimes considered weaker compared to other options like Fire Bolt.
14. Shillelagh
Shillelagh is a bonus action spell exclusive to the Druid class. It transforms a club, great club, or quarterstaff that you are wielding into a magical weapon, making it deal 1d8+2 Bludgeoning damage, using your spellcasting ability for attack rolls.
- If you consider Shillelagh as an attack cantrip, it is one of the rare spells that allow the addition of the spell attribute modifier to the damage.
- For those wanting to use a club or quarterstaff as their main weapon or looking to increase their Wisdom score, Shillelagh offers great utility.
- Since it costs a bonus action instead of a full action, it can be combined with other actions, making it particularly useful when chaining two attacks in one turn.
Although Shillelagh offers unique benefits, it has its limitations.
- Being available only to the Druid class, and given that most Druids might not utilize this cantrip for offensive purposes, its usage could be limited.
- However, with the right Druid subclass and paired with an action, Shillelagh can be an effective component in a Druid’s arsenal.
13. Shocking Grasp
Shocking Grasp is an intriguing cantrip that offers an electrifying experience in melee combat. Primarily utilized by Sorcerers, Wizards, Eldritch Knight Fighters, and high elves, it delivers a jolt of energy that deals 1d8 lightning damage to the target.
- One of the main appeals of Shocking Grasp is its strategic ability to prevent enemies from taking reactions, thereby allowing casters to escape without provoking opportunity attacks.
- If you find yourself under pressure from an enemy wearing metal armor, Shocking Grasp provides a unique advantage.
- The metal armor allows you to roll a second D20, letting the game choose the higher of the two for an increased chance of landing a higher roll and typically greater damage. This synergizes well with abilities like Create/Destroy Water, opening up additional tactical possibilities.
Despite its strengths, Shocking Grasp’s limitation to melee range might hinder its effectiveness depending on your play style and tactical situation. If you’re considering using it in battle, remember to take into account the surroundings, such as standing water, which may affect its performance.
12. Vicious Mockery

When it comes to adding insult to injury, Vicious Mockery stands as a unique cantrip available exclusively to Bards. Dealing 1d4 psychic damage within an 18-meter range, this cantrip is more about strategy than raw power.
- The real strength of Vicious Mockery lies in its ability to inflict a disadvantage on the target’s next attack roll.
- This mechanism can cut the chances of a high roll from your opponent, proving invaluable in protecting your party members from potential harm.
- Though the damage may seem insignificant, the combined effect of the psychic attack and the disadvantage on the following attack roll positions Vicious Mockery as a reliable ranged debuff.
Whether you’re facing an immediate threat or simply wish to hinder an opponent’s ability to strike, Vicious Mockery is a valuable choice when spell slots are low or when seeking alternative defensive options.
11. Produce Flame
Produce Flame is a cantrip that acts as a standard ranged attack with an extra layer of functionality. Upon casting, the character summons a flame into the hand, illuminating up to 3 meters around the caster, which can be held for 99 turns. This flame can be thrown at the cost of another action, causing 1d8 fire damage.
- Should the flame be thrown on the same turn as it is summoned, there is no action cost for the throw.
- The cantrip resembles Fire Bolt but with slightly lower damage.
- One unique aspect of Produce Flame is the ability to choose to hold the flame for illumination, acting similarly to the Light cantrip, with the exception that it cannot be cast on allies.
- This dual-purpose nature of Produce Flame makes it a versatile choice, offering both offensive capabilities and illumination.
10. Fire Bolt

Among the myriad of magical attacks available in Baldur’s Gate 3, Fire Bolt is a well-known and versatile option. Usable by Wizards, High Elves, and classes with access to cantrips, Fire Bolt delivers 1d10 fire damage.
- But it’s more than a mere offensive tool; it serves as a practical instrument for igniting flammable substances like grease or alcohol and for setting off explosive charges.
- When employing Fire Bolt, you have the ability to aim at opponents and unleash a searing projectile.
- Unlike many spells, Fire Bolt often connects with its target as long as there are no obstacles in its path, making it a dependable choice when conserving spell slots during battle.
- While the damage is competitive for a cantrip, it also finds utility in environmental manipulation.
However, it’s essential to exercise caution when wielding Fire Bolt, especially when engaging with flammable surfaces.
- The blowback from an ignited surface might cause collateral damage to you and your allies.
- If wielded with precision and awareness, Fire Bolt can be a valuable asset to your magical arsenal, offering both destructive power and strategic possibilities.
9. Acid Splash
Acid Splash is a unique saving throw cantrip that targets dexterity, meaning that affected enemies must fail a Dexterity saving throw for the attack to hit.
- It deals 1d6 acid damage within an 18-meter range and affects everybody in a 2-meter radius, scaling with levels after level 5.
- It stands as the only area of effect (AoE) cantrip in the game of Baldur’s Gate 3.
- Classes that can cast Acid Splash include Sorcerer, Wizard, and Eldritch Knight Fighter.
The cantrip offers a special status effect that reduces the armor class by 2, a useful feature when engaging higher AC targets.
- The status effect can be removed by casting water-related spells.
- Although it has its niche, the damage is relatively low, and it can be challenging to hit targets reliably.
- That said, Acid Splash can be a valuable option if you want to deal damage from a distance or target enemies with resistance to fire damage, such as those with Hellish Resistance.
It’s particularly effective on targets with high AC to increase your chances of hitting them and in choke points where multiple enemies might enter.
8. Ray Of Frost

In the world of Baldur’s Gate 3, Ray of Frost stands out as a notable ranged attack cantrip. The spell unleashes a wave of cold, inflicting damage on a target and slowing its movement. Specifically, the spell does 1d8 cold damage and reduces the target’s movement by 3 meters.
- This reduction in speed can force certain aggressive melee enemies like Barbarians and Fighters to consume their actions, preventing an attack.
- One of the intriguing aspects of Ray of Frost is that it can be cast on liquid surfaces, creating an ice-ground effect that can knock enemies prone to movement, thus ending their turn.
- While the damage might not be as serious as some other spells, the ability to control the battlefield and debuff enemies makes it valuable.
- A synergy with Create/Destroy Water adds another layer to its versatility.
Several classes, including Eldritch Knight Fighters, Sorcerers, and Wizards, have access to this spell. High Elves can learn Ray of Frost as part of their racial background. Whether using it to control aggressive foes or create strategic advantages on the battlefield, Ray of Frost offers a unique blend of offense and tactical prowess.
7. Poison Spray
Poison Spray is a distinctive cantrip in Baldur’s Gate 3, known for its attacking feature that occurs in a cone ahead of the selected character. When an opponent fails to pass a constitution saving throw, the character faces a cloud of toxic gas that can cause substantial damage, as much as one d12.
- However, the high damage potential of this cantrip is somewhat mitigated by the poison resistance and immunity that are relatively common among classic foes in the game, such as undead or fiends.
- Additionally, constitution saving throws tend to be high among monsters.
The major setback of Poison Spray lies in the range of the spell, requiring the player to be in close proximity to their opponent.
- This factor can be seen as a risk, particularly considering the type of character utilizing the cantrip.
- For instance, a player may choose to use Poison Spray with a Druid but may be reluctant to do so with a Wizard, given the risk involved.
- Despite the impressive damage and intimidating nature of the cantrip, the limitations in terms of range and the commonality of poison resistance render Poison Spray somewhat underwhelming in certain contexts.
6. Guidance

Guidance is another Cantrip that holds a special place in the arsenal of Baldur’s Gate 3 Best Cantrips. Unlike many cantrips focused on combat, Guidance is a powerful tool outside the battle. As a touch range buff, Guidance allows you or an ally to gain a 1d4 bonus on skill checks for 10 rounds or as long as you maintain concentration.
- Clerics and Druids are the two classes that can use Guidance, and it also becomes available through a specific item in Act 1 of the game.
- The spell can significantly increase your chances of success in various non-combat tasks, such as picking locks, disarming traps, or persuading non-player characters (NPCs).
- It can also be cast before dialogue rolls to gain an advantage.
Even though it isn’t considered a typical combat spell, the wide range of applications and its ability to make you proficient in every skill (stacking with proficiency) place Guidance in a high tier of utility spells. Whether in conversation or skill checks, Guidance can often be the difference between success and failure.
5. True Strike
True Strike is a cantrip with an intriguing design but some practical limitations. In Baldur’s Gate 3, True Strike targets a character, granting the caster advantage on their next attack roll against that opponent. It can be a potent spell for increasing the chance of a successful strike, particularly for classes like Warlock.
- However, the cantrip’s use is limited by some constraints.
- It takes an action to cast and provides an advantage for only the next two turns.
- Maintaining it requires continuous casting, which may lead to sacrificing an attack.
- This limitation makes it often more efficient to attack twice rather than using True Strike. Its concentration requirement further diminishes its appeal.
There are thoughts on how this cantrip could be enhanced, such as removing its concentration need, changing the casting method, or extending the duration.
- But as it currently stands, True Strike finds utility in extremely niche situations, like with Rogues or Sorcerers using specific tactics.
- While it may not be a go-to choice for many players, True Strike’s concept of boosting the chances of a hit makes it an interesting spell.
- It offers a different approach to battle, focusing on precision and preparation rather than raw damage or control.
- It might be worth considering specific strategies or role-playing scenarios, despite its limitations.
4. Mage Hand

In the world of Baldur’s Gate 3, Mage Hand is a versatile cantrip known for its wide-ranging applications both inside and outside of combat.
- Casters can summon a spectral hand to manipulate or move objects up to 18 meters away.
- Though it has limitations regarding the size and intricate details of objects it can handle, it opens up numerous possibilities.
- Most casting classes have access to Mage Hand, with the notable exception of Bards, who can only access it if they select the College of Lore or the College of Valour as a subclass.
- High Elf races, including Asmodeus Tieflings, can also acquire this cantrip. A concentration check is required to use Mage Hand, and a successful check allows the caster to use it for 10 turns.
The cantrip can be employed to push targets off high places or into specific spells, offering strategic benefits in combat.
- It also serves out-of-combat purposes, aiding in puzzle-solving.
- For example, Mage Hand can be used to manipulate trapped objects or perform tasks that might be otherwise dangerous.
- Though some may find it tedious or cheesy, its tactical value and unique uses make it a valuable part of the caster’s arsenal.
3. Dancing Lights

Dancing Lights, an evocation cantrip, is an interesting spell designed to illuminate the surroundings. It is available to High Elves, including the half-High Elf subrace, or to those who roll a Rogue and select Arcane Trickster as a subclass or choose to roll a Druid.
- When cast, the spell creates a light that negates the disadvantage from the darkness within a nine-meter radius around the caster.
- While great for illuminating areas like the Underdark, it’s preferable only when stealth is not a primary concern.
- Compared to the Light cantrip, which uses an object as a source of the glow, Dancing Lights centers the illumination around the caster.
The cantrip is quite valuable for negating common sources of disadvantage, though its concentration requirement could be considered a drawback depending on the build of the character.
- Regardless, the strategic advantage of neutralizing darkness and the unique opportunities it presents for exploration and combat makes Dancing Lights a useful and intriguing addition to a caster’s repertoire.
2. Blade Ward
For those looking for protection in combat, Blade Ward serves as a valuable defensive cantrip, especially for characters who are more vulnerable to physical damage. This spell can be used by all casters but is acquired as a cantrip by High Elves or Clerics.
- Blade Ward grants the caster resistance to bludgeoning, piercing, and slashing damage from regular weapons.
- This protection comes from the Abjuration school and lasts for two turns, providing increased resistance to physical harm.
- However, to keep the effect permanently active, it would have to be cast every other turn, which could limit the offensive capabilities of the caster.
Situationally, Blade Ward can be an excellent choice, particularly when combined with other spells like Armor of Agathys or the Extend Spell Meta-magic feature available to Sorcerers.
- Though the trade-off between offense and defense might not always make it a preferred choice, it provides an essential layer of protection that could prove critical in certain combat situations.
1. Eldritch Blast

Eldritch Blast stands out as one of the most potent cantrips available in Baldur’s Gate 3, particularly for Warlocks. Initially, the spell is capable of inflicting 1d10 of damage through a ranged attack, sending a searing beam of crackling energy at the target.
- Force damage is the least resisted damage type in the game, enhancing the effectiveness of Eldritch Blast against most enemies, including slimes and spiders.
- However, Eldritch Blast’s real strength lies in its unique scaling and exclusive features for Warlocks.
- Unlike other attack cantrips that increase damage at certain threshold levels, Eldritch Blast increases in attacks, allowing the user to target one or multiple enemies.
- Moreover, Warlocks can unlock feats that enhance this cantrip, including the Agonizing Blast Invocation, effectively doubling the damage by adding the charisma modifier to every hit.
Eldritch Blast is also available to Fighters who choose the subclass Eldritch Knight, and other spellcasting classes can learn it as a spell, though not as a cantrip.
- However, the tethering of Eldritch Blast to Warlocks and the exclusive features available to them make it a great cantrip for Warlocks. For any class that isn’t a Warlock, it’s considered a regular cantrip, but it remains a defining spell that should always be equipped if a player has a Warlock in their party.
With that, you know all about Baldur’s Gate 3 Best Cantrips that are available for use. Choosing any of these from the list that suits your playstyle the most will ensure that you are capable of destroying any enemy that gets in your way!
Next:
Was this article helpful?
Thanks! Do share your feedback with us. ⚡
How could we improve this post? Please Help us. ✍