Best Cantrips in BG3 — Tier List for All Classes

Top Cantrips Quick Reference
| Cantrip | Class | Damage/Effect | Tier |
|---|---|---|---|
| Eldritch Blast | Warlock | 1d10 force per beam (2 at lv5, 3 at lv11) | S |
| Guidance | Cleric, Druid | +1d4 to any ability check (concentration) | S |
| Toll the Dead | Cleric, Warlock, Wizard | 1d8 / 1d12 WIS save vs injured targets | S |
| Fire Bolt | Sorcerer, Wizard | 1d10→2d10→3d10 fire, INT/CHA attack roll | A |
| Vicious Mockery | Bard | 1d4 psychic + Disadvantage on next attack (WIS save) | A |
| Sacred Flame | Cleric | 1d8→2d8 radiant, DEX save (ignores cover) | A |
| Shocking Grasp | Sorcerer, Wizard | 1d8 lightning, prevents reaction + Advantage on hit if armored | B |
| Ray of Frost | Sorcerer, Wizard | 1d8 cold + slow 3m movement | B |
| Poison Spray | Druid, Sorcerer, Wizard, Warlock | 1d12 poison, CON save at 10ft range | B |
| Mage Hand | Sorcerer, Warlock, Wizard (all) | Telekinesis utility — move objects, trigger traps | A (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
| Cantrip | Damage at Lv5 | Save/Attack Type | Special Effect |
|---|---|---|---|
| Eldritch Blast (×2) | 2d10+CHA (~18 avg with Agonizing) | Ranged spell attack | Push 4.5m per hit (Repelling Blast) |
| Toll the Dead | 2d8 or 2d12 (~9/13 avg) | WIS save | Upgrades vs injured targets — S-tier vs bosses |
| Fire Bolt | 2d10 (~11 avg) | Ranged spell attack | Sets objects on fire; Elemental Affinity bonus |
| Sacred Flame | 2d8 (~9 avg) | DEX save | Ignores cover — hits targets behind walls/obstacles |
| Chill Touch | 2d8 (~9 avg) | Ranged spell attack | Prevents target from regaining HP until next turn |
| Vicious Mockery | 2d4 (~5 avg) | WIS save | Disadvantage 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
- ›Best Wizard Build in Baldur's Gate 3 — Evocation School GuideThe Evocation Wizard is BG3's most powerful blaster class. This deep guide covers level-by-level progression, act-by-act gear, Sculpt Spells mechanics, Arcane Recovery, optimal spell selection for every act, and the best unique items to maximize your Wizard's damage.
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- ›BG3 Action Economy Guide — Actions, Bonus Actions, Reactions ExplainedMaster turn-based combat in Baldur's Gate 3 by understanding how Actions, Bonus Actions, and Reactions work — and how to squeeze maximum value from each resource every turn.