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Top 10 D&D 5e Wizard Cantrips Ranked

The 10 best Wizard cantrips in D&D 5e ranked by competitive table use. Damage, control, and utility picks for every Wizard build.

A Wizard learns three to five cantrips at level 1 and adds more as they level. Pick wrong and you'll regret it every turn after slots run dry. Below are the ten cantrips Wizards should consider before any others, ranked by raw table impact across a typical 1-to-20 campaign.

  1. Single-target 1d10 fire at 120 ft scaling to 4d10. The default damage cantrip for any Wizard who wants reliable single-roll damage.

  2. A ghostly hand deals 1d8 necrotic at 120 ft and stops the target regaining hit points until your next turn. Shuts down enemy healing and troll regeneration.

  3. A 30-ft floating hand that manipulates light objects. Useful in every dungeon you'll ever enter; combos with the Telekinetic feat for free bonus-action shoves.

  4. Conjures a sound or a 5-ft image. The most flexible deception cantrip in the game — cover, distraction, and misdirection from level 1.

  5. Whisper to a creature within 120 ft and hear its reply. Silent party coordination and scouting without shouting across the dungeon.

  6. Six concurrent magical sensory effects. The single most-used utility cantrip in published play.

  7. 1d8 cold damage plus -10 ft speed for a round. Kites melee enemies; pairs with Spike Growth and similar zone spells.

  8. A 20-ft radius bright light on a touched object. Solves dungeon visibility without burning a torch.

  9. Melee touch; advantage against metal-armored targets; the target can't take reactions until the end of its next turn. Shuts down Shield and Counterspell from enemy casters.

  10. Two-target Dex save. Niche but the only multi-target damage cantrip on the Wizard list at level 1.

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