Are you looking for a list of cantrips to find the baldurs gate 3 best cantrip? Well, look no further as we have just the guide for you.
Cantrips are magical spells that characters can cast repeatedly without using limited spell slots, what are the ten best cantrips, how to acquire them, and what are cantrips in a more general sense? Let’s find out!
Table of Contents
Cantrips are basically like mini-spells that are always at your disposal and offer immense utility.
There are a total of 24 cantrips in the game.
Sacred Flame does 1d8 radiant damage and can not be blocked.
Vicious Mockery does 1d4 psychic damage but also gives the enemy a disadvantage on its next attack roll for 1 turn.
True Strike grants an advantage on the next attack roll made against a target for 2 turns.
Eldritch Blast deals 1d10 force damage on each beam.
Mage Hand will last for 10 turns unless you are a Githyanki who can use this for as long as you want, whenever you want.
Guidance provides a temporary boost, offering the recipient a +1d4 advantage on an ability check of their choice for 10 turns.
Fire Bolt does 1d10 fire damage upon impact.
Shocking Grasp leaves the target stunned for 1 turn while also doing 1d8 lightning damage.
Ray Of Frost reduces the enemy’s speed by 3 meters for 1 turn and damages them for 1d8 cold damage.
Acid Splash does 1d6 acid damage to those who fail to evade it.
What Are Baldurs Gate 3 Cantrips?
Cantrips are simple magical spells that characters can cast repeatedly without using limited spell slots. Unlike higher-level spells, cantrips don’t require preparation and can be cast at will. They are often minor in power but offer consistent utility, providing characters with a reliable way to use magic in various situations.
They are a staple for spellcasting classes, allowing them to maintain a magical presence even when their more potent spells are exhausted. As characters level up, some cantrips may increase in damage or effectiveness, ensuring that even basic magical abilities remain relevant and useful throughout your adventuring journey.
Baldurs Gate 3 Best Cantrips
Here will we explain to you the ten Baldurs Gate 3 Best Cantrips while also listing the others which were not mentioned so that you can take a look at the stats of each one and decide which one is best fitting for your power fantasy.
1d8 Radiant Damage
1d4 Psychic Damage
Gain an advantage on your next attack roll for 2 turns.
1d10 Force Damage
Mage Hand / Githyanki Psionics: Mage Hand
You create a magical hand that can interact with the world around you for 10 turns.
Your allies gain a +1d4 bonus on ability checks.
1d10 Fire Damage
1d8 Lightning Damage You incapacitate enemies hit for 1 turn.
Ray Of Frost
1d8 Cold Damage You slow the enemy’s movement speed by 3 meters.
1d6 Acid Damage
Typically embraced by divine spellcasters, like clerics, Sacred Flame empowers these wielders of the divine with a formidable ranged option, channeling radiant energy to dispense divine justice upon adversaries.
When invoked, a radiant blaze descends upon a designated target within a range of 18 meters. The subjected creature is compelled to make a Dexterity saving throw unless it wishes to face tank 1d8 radiant damage. Notably, any form of cover provides no safety from this saving throw.
Often wielded by spellcasters with a penchant for the arcane, Vicious Mockery provides a potent tool for debilitating adversaries from a distance, exploiting the power of words to undermine their resolve and effectiveness in battle.
When cast, the spellcaster hurls biting insults and scornful words at a chosen target within a distance of 18 meters. The targeted creature is compelled to undergo a Wisdom saving throw. If it fails then the creature will be subjected to not only 1d4 psychic damage but also a disadvantage on its next attack roll for 1 turn.
Often used by those who wield the arcane arts, True Strike provides a strategic advantage, allowing spellcasters to meticulously assess their adversaries and enhance their subsequent attacks with newfound precision, potentially turning the tide of battle in their favor.
When invoked, the spellcaster focuses intently on a chosen target within a range of 18 meters, gaining insight into its defenses. This heightened insight grants an advantage on the next attack roll made against the target for 2 turns.
Often embraced by practitioners of eldritch arts, Eldritch Blast offers a formidable and versatile ranged option, allowing spellcasters to project raw magical power with precision, enabling them to face adversaries with a potent and reliable offensive capability.
Upon casting, the spellcaster channels arcane energy to create a focused, magical beam that is hurled at a selected target within a distance of 18 meters. This eldritch beam possesses uncanny accuracy, making a ranged spell attack against the target dealing 1d10 force damage.
Mage Hand / Githyanki Psionics: Mage Hand
Embraced by those who harness arcane energies, Mage Hand provides an invaluable tool for manipulation and interaction, enabling spellcasters to navigate obstacles, interact with distant objects, and exercise their creativity with a touch of mystical finesse.
Upon casting, the spellcaster conjures an ethereal hand, hovering within a range of 18 meters. This spectral appendage functions under the caster’s command, capable of manipulating objects, opening doors, and performing various simple tasks as directed.
This will last for 10 turns unless you are a Githyanki who can use this for as long as you want, whenever you want.
Often embraced by those who channel divine energies, Guidance provides a sacred edge to the recipient’s efforts, allowing them to tap into the divine flow for added inspiration and clarity, enhancing their chances of success when confronted with various challenges and tasks.
Upon casting, the spellcaster imparts a subtle divine influence upon a chosen target, typically an ally, within a range of 18 meters. This divine guidance bestows a temporary boost, offering the recipient a +1d4 advantage on an ability check of their choice for 10 turns.
Used by those who wield the arcane arts, Fire Bolt provides a versatile and potent ranged offensive option, allowing spellcasters to harness the raw power of fire and direct it with precision, immolating adversaries and inciting chaos on the battlefield.
When invoked, the spellcaster conjures a searing projectile of pure flame, launching it toward a designated target within a range of 18 meters. This blazing bolt requires a ranged spell attack, unleashing 1d10 fire damage upon impact.
Often embraced by those who command arcane powers, Shocking Grasp offers a close-quarters offensive option, allowing spellcasters to discharge raw electrical energy with precision, electrifying adversaries and potentially leaving them stunned and vulnerable.
When cast, the spellcaster channels a surge of electrical energy through their touch, attempting to deliver a shocking jolt to a chosen target within a range of 18 meters. This electrifying touch requires a melee spell attack, leaving the target incapacitated for 1 turn while also doing 1d8 lightning damage.
Ray Of Frost
Wielded by those who command arcane forces, Ray of Frost offers a versatile ranged offensive option, allowing spellcasters to harness the biting cold of winter and direct it with precision, constricting adversaries with icy torment and potentially hampering their movements.
Upon casting, the spellcaster conjures an icy beam, projecting it with precision toward a designated target within a range of 18 meters. This frigid ray necessitates a ranged spell attack, reducing the target’s speed by 3 meters for 1 turn and damaging them for 1d8 cold damage.
Often embraced by those who wield arcane power, Acid Splash presents a versatile ranged offensive option, allowing spellcasters to harness the destructive force of acid and project it with precision, melting away the defenses of adversaries and leaving a lingering sting of corrosive chaos.
Upon casting, the spellcaster conjures a volatile bubble of acid, that does damage to all targets hit within a range of 18 meters. This toxic bubble requires a Dexterity saving throw from each target, dealing 1d6 acid damage to those who fail to evade its effects.
Listed here are the other cantrips which are not as good as the ones listed above for either being class-exclusive or being too weak and supplemental with stat boosts.
You take only 1/2 damage from Slashing, Piercing, and Blunt weapons.
You prevent your enemy from healing for one turn.
You illuminate the area in a 9-meters radius around you.
You gain an advantage on charisma checks for 10 turns against friendly NPCs.
You can imbue an object with a light aura.
You create an illusion which distracts and draws enemies to it.
You produce a cloud of poison gas within 3 meters.
You create a small fire in the palm of your hand. It can light up an area of 3 meters around you or be thrown at enemies for fire damage.
You increase the defense of whoever you cast the cantrip on for 10 turns.
You can restore an ally’s health but it causes them to fall asleep.
You can imbue a blunt weapon with magic.
You gain an advantage on Performance and Intimidation Checks.