LootLore
FAQ & Reference

Best Cantrips in BG3 — Tier List for All Classes

By LootLore EditorsPublished Updated
Baldur's Gate 3 hero banner — epic D&D fantasy scene

Top Cantrips Quick Reference

CantripClassDamage/EffectTier
Eldritch BlastWarlock1d10 force per beam (2 at lv5, 3 at lv11)S
GuidanceCleric, Druid+1d4 to any ability check (concentration)S
Toll the DeadCleric, Warlock, Wizard1d8 / 1d12 WIS save vs injured targetsS
Fire BoltSorcerer, Wizard1d10→2d10→3d10 fire, INT/CHA attack rollA
Vicious MockeryBard1d4 psychic + Disadvantage on next attack (WIS save)A
Sacred FlameCleric1d8→2d8 radiant, DEX save (ignores cover)A
Shocking GraspSorcerer, Wizard1d8 lightning, prevents reaction + Advantage on hit if armoredB
Ray of FrostSorcerer, Wizard1d8 cold + slow 3m movementB
Poison SprayDruid, Sorcerer, Wizard, Warlock1d12 poison, CON save at 10ft rangeB
Mage HandSorcerer, Warlock, Wizard (all)Telekinesis utility — move objects, trigger trapsA (utility)

S-Tier Cantrips — Must-Haves

Eldritch Blast is the best damage cantrip in BG3, and it isn't close. Available exclusively to Warlocks (or via the Magic Initiate feat), Eldritch Blast fires force projectiles — the damage type resisted by the fewest enemies in the game. At level 1 it fires one beam (1d10+CHA with Agonizing Blast), scaling to two beams at level 5 and three beams at level 11. Crucially, Eldritch Invocations transform it: Agonizing Blast adds CHA modifier to every beam's damage, and Repelling Blast pushes targets back 4.5 meters per hit. No other cantrip has this combination of damage, reliability, and crowd control.

Guidance is the best utility cantrip in the game, and arguably the most impactful single cantrip in BG3 for overall playthrough quality. As a concentration spell available to Clerics and Druids, it adds +1d4 to any ability check made by a target within range. In BG3's dialogue and exploration systems, skill checks are everywhere — Persuasion, Investigation, Perception, Sleight of Hand, Lockpicking. With Guidance active on your social character before every conversation, you convert many borderline skill checks from ~50% to ~75% success chance. Pick Guidance on your Cleric or use a Druid companion.

Toll the Dead is the Cleric's best combat cantrip and competes with other class options across all spellcasters. It deals 1d8 necrotic on a WIS save against full-health targets — but against targets who are already missing any HP, the die upgrades to 1d12. This means Toll the Dead averages 6-7 damage against any injured enemy, scaling to 2d8/2d12 at level 5 and 3d8/3d12 at level 11. Against a boss that's taken 20% damage, every Toll the Dead hits like a truck.

A-Tier Cantrips — Strong Picks for Most Situations

Fire Bolt is the Wizard and Sorcerer's primary combat cantrip, dealing 1d10 fire at level 1, 2d10 at level 5, and 3d10 at level 11. With Draconic Bloodline Sorcerer's Elemental Affinity (Fire), Fire Bolt gains your CHA modifier as bonus damage, making it genuinely threatening. The downside is fire resistance — undead and many demons resist fire. Carry a backup for those situations.

Vicious Mockery is the Bard's unique combat cantrip and one of the best debuffs in the game. On a failed WIS save, the target takes 1d4 psychic damage AND has Disadvantage on its next attack roll. In a fight where the enemy boss needs two attack rolls to seriously threaten your party, forcing Disadvantage on both attempts can prevent multiple lethal hits per turn. The damage is low, but the Disadvantage application is priceless for protecting squishy characters.

Mage Hand is the best utility cantrip for exploration. Available via Arcane Trickster Rogue, Wizard, Sorcerer, and Warlock, it summons a telekinetic hand that can interact with objects, move items, pull levers, trigger traps, and retrieve items at range. In BG3's puzzle-heavy dungeons and trap-filled corridors, Mage Hand lets you disarm traps safely, grab treasure from dangerous locations, and interact with environmental objects without risking your character.

Damage Cantrip Comparison at Level 5

CantripDamage at Lv5Save/Attack TypeSpecial Effect
Eldritch Blast (×2)2d10+CHA (~18 avg with Agonizing)Ranged spell attackPush 4.5m per hit (Repelling Blast)
Toll the Dead2d8 or 2d12 (~9/13 avg)WIS saveUpgrades vs injured targets — S-tier vs bosses
Fire Bolt2d10 (~11 avg)Ranged spell attackSets objects on fire; Elemental Affinity bonus
Sacred Flame2d8 (~9 avg)DEX saveIgnores cover — hits targets behind walls/obstacles
Chill Touch2d8 (~9 avg)Ranged spell attackPrevents target from regaining HP until next turn
Vicious Mockery2d4 (~5 avg)WIS saveDisadvantage on target's next attack roll — S-tier debuff value

Verdict: Eldritch Blast is the top damage cantrip due to multiple beams and Invocation support. Toll the Dead is the best for Cleric/Wizard/Warlock damage. Vicious Mockery wins for debuff value despite lowest damage.

Best Cantrip Picks by Class

  • Warlock: Eldritch Blast (mandatory), Minor Illusion (utility), Mage Hand (exploration). Eldritch Blast scales entirely off Invocations — take both Agonizing Blast and Repelling Blast.
  • Cleric: Guidance (required utility — keep it up constantly out of combat), Toll the Dead (primary damage), Sacred Flame (backup vs. DEX-weak targets and cover scenarios).
  • Wizard: Fire Bolt (primary damage), Mage Hand (exploration utility), Minor Illusion or Ray of Frost (situational). Wizards also get free access to Prestidigitation for social utility.
  • Sorcerer: Fire Bolt (Draconic Fire affinity), Ray of Frost or Poison Spray (alternate element), Mage Hand. Consider picking up Toll the Dead via Magic Initiate if you want a save-based option.
  • Druid: Shillelagh (bonus action, uses WIS for melee attacks — fantastic for melee Druid), Guidance (always), Thorn Whip (pull enemies toward you or off ledges).
  • Bard: Vicious Mockery (mandatory — Disadvantage on attacks every turn), Mage Hand (utility), Minor Illusion. Bards can also pick Magic Initiate for class cross-pollination.
  • Paladin/Fighter (via Magic Initiate): Guidance on a Paladin is exceptional given high CHA for social encounters. Eldritch Blast gives a Fighter a ranged option without Bow investment.

Frequently asked questions

Do cantrips use spell slots?

No. Cantrips are free-action spells you can cast an unlimited number of times per day with no spell slot cost. They scale automatically with your character level (not class level). This is why cantrips are so valuable — they're your sustainable damage source in resource-depleted scenarios between long rests.

Is Guidance worth taking a concentration slot?

Yes, for the utility it provides outside combat. Out of combat, Guidance's +1d4 to skill checks converts borderline dialogue and exploration checks into reliable successes. In combat, you'll swap it for a combat concentration spell (Bless, Spirit Guardians). Drop Guidance at the start of every fight and re-cast between encounters to maintain constant skill-check coverage.

Can non-spellcaster classes get cantrips?

Yes via two methods: Magic Initiate feat (choose a class, learn 2 cantrips + 1 1st-level spell from that list) and certain racial bonuses (High Elf gets a free Wizard cantrip, Tieflings get Thaumaturgy). A Fighter with Magic Initiate (Cleric) can get Guidance and Toll the Dead, which is excellent for a skill-focused non-caster.

What is the best cantrip for Honour Mode difficulty?

Guidance is more impactful than ever in Honour Mode because boss Legendary Actions and the tougher AI make maintaining control spells harder. For damage, Eldritch Blast's multiple beams ensure you're never wasting action economy even when boss resistances shut down elemental cantrips. Toll the Dead's upgrade mechanic (d12 vs injured) is the most damage-efficient option in drawn-out boss fights.

Does Vicious Mockery work on bosses?

Vicious Mockery requires the target to fail a WIS saving throw. Bosses typically have high WIS saves, so the Disadvantage effect is less reliable against them than against regular enemies. For bosses, fire Vicious Mockery on their minions instead (whose WIS saves are usually lower) or use Heightened Spell to force Disadvantage on the boss's save for more important control spells.

Sources & verification

Continue this guide path

FAQ & ReferenceBest Illithid Powers in BG3 — Tier List and Which to Take FirstIllithid powers are passive and active abilities unlocked by consuming mind-flayer parasites you collect throughout BG3. They are powerful but come with story and roleplay implications. This guide ranks every Illithid power from S to C tier, recommends which to take first, and explains the story-vs-power tradeoff for using them.FAQ & ReferenceBest Spells at Character Level 3 in BG3 — Tier List for Every CasterCharacter level 3 is when most BG3 casters get their first taste of real power: Bards, Clerics, Druids, Sorcerers, and Warlocks all unlock 2nd-level spell slots, while Wizards expand their spellbook significantly. This guide ranks the best 1st and 2nd-level spells available at character level 3 for every prep-caster class, with damage tables, concentration analysis, and recommended pickups.FAQ & ReferenceBest 3rd-Level Spells in BG3 (Character Level 5) — Full Tier ListCharacter level 5 unlocks 3rd-level spell slots and the most game-changing spells in BG3: Fireball, Counterspell, Hypnotic Pattern, Haste, Spirit Guardians, and Animate Dead. This tier list ranks every 3rd-level spell for every prep caster, with damage tables, concentration analysis, and recommended pickups for Wizard, Cleric, Druid, Sorcerer, Bard, and Warlock.FAQ & ReferenceBG3 Subclass Tier List — Every Subclass Ranked (S/A/B/C)BG3 includes 46 subclasses across 12 classes — and they vary wildly in power. This tier list ranks every subclass from S (top picks) to C (skip unless theme-specific), with Honour Mode adjustments and reasoning for every placement. Useful for first-time players choosing a class and veterans optimizing builds.