
This spell can cause plants to bloom, ignite or snuff out small flames (campfires, torches, etc), or even predict the weather. Still not better than Light.ĭruidcraft (Druid): When it comes to utility spells like this, I’m a big fan. Sure you can use the lights to create a humanoid shape, but you can do that with another cantrip (spoiler alert, it’s Minor Illusion).Įdit: Someone told me this spell can be used to light high areas or holes, so I changed my rating for Red to Orange. Again, there are many good spells you could be concentrating on and it isn’t this spell. There are many good spells that you can be concentrating on and this not one of them.ĭancing Lights (Bard, Sorcerer, Wizard): This spell allows you to create four lights anywhere within 120 feet. This can be a very good spell to block creatures from certain places, but any creature with any common sense isn’t going to run or stay in fire. Not very useful.Ĭreate Bonfire (Druid, Sorcerer, Warlock, Wizard): This spell deals d8 damage to creatures that enter a 5 foot cube of fire or end their turn there if they fail a saving throw (and does nothing otherwise). Plus, most of the features of this spell can be done using other cantrips. You could use this to take out fires, but needing to take out fires is pretty situational. So, now you have to light a torch or set something on fire for this to work. Still, this can be a useful spell.Ĭontrol Flames (Druid, Sorcerer, Wizard): This spell is like prestidigitation, but with fire. While this is useful, there are many undead that are resistant or immune to necrotic damage. Plus, if the target is undead, it has disadvantage on attacks against you (not other people) for a bit. That can very useful if the monsters have a healing ability (such as spells or regeneration), but it’s useless if they don’t. The target also can’t regain hit points for a little while. It deals d8 damage, but an uncommon damage type (necrotic). This spell requires an action to cast and it doesn’t count as the Attack action, so you get only one attack with this spell.Ĭhill Touch (Sorcerer, Warlock, Wizard): Despite the spell’s title, this spell is a ranged attack. Don’t get this spell if you have Extra Attack.

I would recommend getting this spell for a melee Arcane Trickster so you can add your sneak attack to go with the damage of this spell. You don’t get any initial damage until 5th level, but this spell can be really helpful. This spell can be useful if you have a way casting this spell and doing something (such as an Eldritch Knight), but most classes don’t have that ability.īooming Blade (Sorcerer, Warlock, Wizard): This spell lets you make a melee attack and it damages the target if they move.

The only advantage is that you can affect two creatures with this spell, but both targets have to be within 5 feet of each other in order to work.īlade Ward (Bard, Sorcerer, Warlock, Wizard): This spell makes you resistant to weapon (magical and nonmagical) damage for 1 round. Red: This spell is very bad and shouldn’t be taken.Īcid Splash (Sorcerer, Wizard): This spell does d6 damage and only damages the target(s) if they fail the saving throw (unless you’re an Evoker). Orange: This spell is pretty poor or very situational. It’s not terrible, but it’s not good either. So, let’s get started.ĭisclaimer: Just remember that this is all just my opinion and the ratings of the spell may change due to the nature of your campaign. However, most spellcasting classes get very few of them, so cantrips should be chosen wisely. Cantrips are great because you can cast them at will. Now, I will be starting off with cantrips and I will go from there. If you need help with which spells your character should get, this guide is for you.

Unfortunately, there are some players, especially new players, that don’t know a good spell from a bad spell. However, there are some spells that are not worth taking. Now, spells are used by classes in the game. Hello, welcome back to the Apprentice’s Guide.
