Ray of Frost

Cantrip Evocation spell available to Sorcerers and Wizards. It deals 1d8 Cold and slows the target’s Movement Speed by 3m. The slow is what makes it more than a damage cantrip.

Spell description: Call forth a frigid beam of blue-white light and reduce the target’s Movement Speed by 3m.

Spell properties

  • Damage: 1d8 Cold
  • Damage type: Cold
  • Range: 18m (60ft)
  • Duration: 1 turn
  • Attack type: Attack roll
  • Condition: Movement Speed reduced by 3m
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d8 Cold. At character level 10, damage increases to 3d8 Cold.

How to obtain Ray of Frost

  • Sorcerer, Wizard at Class level 1
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper
  • Source item: Mourning Frost

Ray of Frost

Evocation Cantrip
Damage: 1-8
1d8, Cold

Call forth a frigid beam that deals Cold damage and reduces the target’s Movement Speed by 3m.

Range: 18m (60ft)

When to cast Ray of Frost

It is a solid all-round attack cantrip with a bonus: the slow helps you kite melee enemies who are already struggling to reach you. Chip damage plus a little control for one Action.

Cold also plays into the wet-and-freeze combos, and it feeds Chilled and Encrusted with Frost effects from certain items. A dependable default cantrip for an arcane caster.

Shocking Grasp

Cantrip Evocation spell available to Sorcerers and Wizards. It deals 1d8 Lightning and, more importantly, stops the target taking Reactions until your next turn.

Spell description: Lightning springs from your hand and prevents the target from taking reactions. You have Advantage when using this spell on creatures wearing metal armour.

Spell properties

  • Damage: 1d8 Lightning
  • Damage type: Lightning
  • Range: Melee (1.5m)
  • Duration: 1 turn
  • Attack type: Melee spell Attack Roll
  • Condition: Cannot take Reactions
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, damage increases to 2d8 Lightning. At character level 10, damage increases to 3d8 Lightning.

How to obtain Shocking Grasp

  • Sorcerer, Wizard at Class level 1
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper

Shocking Grasp

Evocation Cantrip
Damage: 1-8
1d8, Lightning

Lightning springs from your hand and prevents the target from taking Reactions. Advantage against metal armour.

Range: Melee (1.5m)

When to cast Shocking Grasp

The no-Reactions clause is the trick. Hit an enemy with Shocking Grasp and you can walk away without an opportunity attack, which is exactly what a Wizard caught in melee wants. It also shuts down enemy Reaction abilities for a turn.

You get Advantage against anything in metal armour, so it lands reliably on the heavily armoured brutes who are usually the ones you most want to disengage from. Niche, but genuinely useful on a squishy caster.

Produce Flame

Cantrip Conjuration spell available to Clerics and Druids. It conjures a flame that both lights your way and can be hurled for 1d8 Fire. Two jobs, one cantrip.

Spell description: A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action.

Spell properties

  • Damage: 1d8 Fire
  • Damage type: Fire
  • Range: Self (thrown)
  • Duration: Until Long Rest
  • Attack type: Ranged
  • Cost: Action
  • Recharge: Per action

Spell upcasting

At character level 5, the hurled flame deals 2d8 Fire. At character level 10, it deals 3d8 Fire.

How to obtain Produce Flame

  • Cleric, Druid at Class level 1
  • Asmodeus Tiefling at Character level 1
  • Granted by features: Magic Initiate: Cleric, Magic Initiate: Druid
  • Source item: Moon Devotion Robe

Produce Flame

Conjuration Cantrip
Damage: 1-8
1d8, Fire

A flickering flame appears in your hand. It sheds bright light and deals 1d8 Fire damage when thrown.

Range: Self

When to cast Produce Flame

It is a ranged damage cantrip for a Druid, which is otherwise a bit short on them, and it lights the area for free. Conjure it and throw it in the same turn, since that first throw does not cost an Action.

As a light source it lasts until you rest, and as an attack it ignites oil and grease. It is not a big number, but a Druid without a good ranged option is glad to have it.

Light

Cantrip Evocation spell available to Bards, Clerics, Sorcerers, and Wizards. It makes an object glow until your next Long Rest. That is all it does, and in the darker stretches of the game that is enough.

Spell description: Infuse an object with an aura of light.

Spell properties

  • Range: Melee (1.5m)
  • Duration: Until Long Rest
  • Cost: Action
  • Recharge: Per action

Spell upcasting

This cantrip does not scale.

How to obtain Light

  • Bard, Cleric, Sorcerer, Wizard at Class level 1
  • Light Domain (Cleric) at Class level 1, as a Domain Spell
  • Arcane Archer (Fighter), Arcane Trickster (Rogue), and Eldritch Knight (Fighter) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Bard, Cleric, Sorcerer, or Wizard
  • Source item: Guiding Light

Light

Evocation Cantrip

Infuse an object with an aura of light.

Range: Melee (1.5m) Duration: Until Long Rest

When to cast Light

Cast it on a weapon or a piece of gear and your character carries a torch without giving up a hand. Handy for the Underdark, the crypts, and anywhere you would otherwise be fumbling around in the dark taking Disadvantage.

Races with Darkvision need it less, and it does nothing against magical Darkness. It is pure convenience, but it is the kind you appreciate when you have it prepared.

Friends

Cantrip Enchantment spell available to Bards, Sorcerers, Warlocks, and Wizards. It gives Advantage on Charisma checks against a non-hostile creature, with a sting in the tail.

Spell description: Enchant a non-hostile creature to gain Advantage on Charisma Checks against it. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster.

Spell properties

  • Range: 9m (30ft)
  • Duration: 10 turns
  • Concentration spell
  • Cost: Action
  • Recharge: Per action

Spell upcasting

This cantrip does not scale.

How to obtain Friends

  • Bard, Sorcerer, Warlock, Wizard at Class level 1
  • Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • Granted by features: Magic Initiate: Bard, Sorcerer, Warlock, or Wizard

Friends

Enchantment Cantrip

Enchant a non-hostile creature to gain Advantage on Charisma Checks against it.

Range: 9m (30ft) Duration: 10 turns

When to cast Friends

Advantage on a Charisma check is strong, and on a caster who is not your face this is the cheapest way to get it. Cast it, then persuade or deceive the target with a much better shot at success.

Here is the catch that bites people: when it ends, the creature realises it was magically charmed and turns hostile or calls the guards. Use it on someone you are about to rob or leave behind, not the shopkeeper you want to keep trading with.