Summary
Baldur’s Gate 3has finally been released with full access for players to enjoy on PC.BG3has plenty of tried-and-true RPG classes for players to choose from. Many of these classes are spellcasters, which allow the player to explore all sorts of powerful spells and magical abilities.
Like the tabletop titleDungeons and Dragons, some of themost important spellsare the ones that don’t use up any spell slots. These are known as cantrips and can be very useful in certain battles or situations outside of combat. Each class has its own interesting choices for these cantrips. However, these few are by far the best that players should always have equipped if they can.
Updated on Jul 25, 2025, by Megan Smith:The list of best cantrips in BG3 will soon be expanding when the next patch is added to Baldur’s Gate 3 in the upcoming year, as Larian Studios has announced that every class will be getting a new subclass for players to experiment with. This, therefore, means there will be more spells and cantrips for players to use, though, in the meantime, players still have the usual cantrips to make the most of. These are the BG3 best cantrips for players to use that not only include the typical cantrips that deal a lot of damage but also the ones that have the most utility outside of combat.
1Light
Light Up An Area Or Weapon
Players may be surprised to see a cantrip as simple asLightbe included as one of the greatest cantrips players should have on one of their party members. However, those who have met Act 2 will realize how essential this spell is. In Act 2, players will be met by the Shadow Curse. This will damage and eventually curse those who stay in the shadows.
Therefore, players will be forced to use light sources to stay out of the shadow curse, which may mean players can’t use their usual weapons. However, by casting Light on a player, they can still use their usual weapon while having a light source until they long rest.
On Self
Effect
Infuses an object with light until a long rest. If used on an enemy, they must succeed a dexterity saving throw or be lit.
Does it require concentration?
2True Strike
Advantage On The Next Attack
As mentioned, some of the best cantrips are the ones that give the player an advantage on the battlefield instead of doing damage.True Strikeis a brilliant spell for those who wish toincrease their chances in a fight.
After targeting a character with this cantrip,the caster will have Advantage on their next attack roll against this opponent.Therefore, a player is more than likely to hit their foe without the risk of missing their next attack. Many of the caster classes can use this cantrip, though it’s most useful for the Warlock to make sure all their valuable spells hit.
18m
Players gain advantage on the next attack roll against that target, which lasts two turns until they have been attacked.
3Friends
Advantage On Charisma Checks
Friendsis a cantrip that players are likely to favor predominantly outside of combat rather than in it. Users can cast this cantrip on an individual to give themAdvantage on Charisma rolls.
With this cantrip, available players will have an easier time persuading others in dialogue, as the spell can be cast just before taking a roll to make sure the player is in the most advantageous position possible. However, when the spell ends, the opponent is likely to know they were charmed and accuse the spellcaster of doing such a thing. This can lead to some dangerous repercussions.
9m
Players gain advantage on charisma checks against creatures that aren’t hostile for 10 turns.
4Shillelagh
Extra Damage From Staffs Or Clubs
Shillelaghis a must for any Druid who has chosen a club or a quarterstaff as their weapon of choice. While many spells are to be used at a distance, this cantrip benefits greatly from being deep in the action of battle. When using a bonus action, the player will enchant their weapon with Shillelagh for ten turns.
Once enchanted, the weapon becomes magical. This changes the damage roll of the weapon to1d8 + 1. In addition, the attack roll will now instead use the class’s spell ability modifier instead of the melee modifier. This gives players even more of a chance at hitting their target.
On self
The units' staff or club becomes magical, making it damage foes for 1d8 plus wisdom modifier of bludgeoning damage for 10 turns.
5Sacred Flame
1d8 Of Radiant Damage
Clerics may be known forhow it supports other playersthough they do have their own fair share of cantrips that can deal a bit of damage. One such example of this isSacred Flame. Any enemy that is within an eighteen-meter distance of the player will need to succeed in a dexterity saving roll or take one d6 of damage.
Unfortunately, Scared Flame can only be used by Cleric. Therefore, this cantrip isn’t widely available to every spellcaster the player can pick from. However, there are better cantrip options for other classes.
Foes that fail a dexterity saving throw take 1d8 of radiant damage.
6Poison Spray
1d12 Of Powerful Poison
While some cantrips can hit an opponent without being able to see them, others will attack in a cone ahead of the selected character.Poison Sprayis one of these spells. If an opponent fails a Constitution saving throw, they can expect to face a cloud of toxic gas head-on which can do as much as1d12 damage.
The only drawback of this spell is how close the player has to be to their opponent. Due to the cantrip being available to various classes, players can determine how much they are willing to risk with their character. For example, players may choose to use this cantrip as a Druid but not a Wizard, as Wizards are notoriously fragile.
3m
Players hit foes 3 meters ahead of them with a puff of gas that causes 1d12 of poison damage if the foe fails a constitution save.
7Mage Hand
A Helping Hand For Every Occasion
Mage Handis another spell that doesn’t deal any damage but is still great to have, especially outside of combat. Mage Hands are great for getting across a deadly trap without setting it off due to the hand floating, or having it control buttons while the player stands elsewhere.
Besides this moment, the hand can attack or throw things. Therefore, a player can prepare a battle by putting explosives next to the hand that it can then throw. If all else fails, it can be a great distraction to pull enemies into the player’s line of sight.
The player summons a spectral hand that can interact with objects in the world around them.
8Thaumaturgy
Intimidate Opponents
As seen, cantrips are great to be used outside of combat. This includes when talking to various characters in the game. While some players may wish to be nice, others may wish to intimidate those they interact with and theThaumaturgyCantrip makes this much easier.
When in dialogue and about to make a roll, players can cast this Cantrip to give themselves advantage on the roll. This Cantrip can also be used when needing to do performance checks, making it the perfect Cantrip for any bard.
The player gains advantage on intimidation and performance checks for 10 turns.
9Vicious Mockery
Emotional Damage That Ruins An Enemy’s Hit
Sometimes in battle, a player just wishes to hurl insults at the enemy instead of attacking. Thankfully, as a Bard or even a level three Warlock with the Pact of the Tome, a player can do just that while also damaging their foe.
Although this cantrip only does1d4 damage,it also applies a disadvantage to the opponent’s next attack roll, which will therefore defend any team member the enemy attempts to attack. Dealing damage may be important in battle, but reducing the amount of damage taken by theplayer’s partyis even more important.
Players insult a creature dealing 1d4 of psychic damage and giving them disadvantage on its next attack roll unless they succeed a Wisdom saving throw.
10Shocking Grasp
1d8 Lighting Damage That Stops Reactions
Shocking Graspis another cantrip that players may be frightened of using since it needs the player to be right next to their opponent. However, it’s a brilliant spell for a spellcaster who has found themselves too close to the enemy. Shocking Grasp doesn’t only deal 1d8 of lightning damage, which has an advantage if the enemy is wearing metal armor, but also stops that unit from using reactions.
This means a player can make their escape away from the enemy without causing an opportunity for attack and possibly getting hit again.
On Touch
Players zap a target with 1d8 of lightning damage. This spell has advantage on enemies wearing metal and the target can’t use reactions.