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Paladin 5e Cantrips: A Complete Reference List and Practical Guide

At level 1, a paladin knows two cantrips chosen from the paladin cantrip list. These spells scale with your spellcasting modifier and can be cast at higher levels using your lim...

Mara Ellison
Paladin 5e Cantrips: A Complete Reference List and Practical Guide

What paladin cantrips are available in 5e

At level 1, a paladin knows two cantrips chosen from the paladin cantrip list. These spells scale with your spellcasting modifier and can be cast at higher levels using your limited spell slots, making them efficient utility and control tools. Below is the full, current list of cantrips available to paladins in the 5e SRD, followed by practical guidance on when and why you might choose each option.

CantripLevel GatedCategoryTypical Use Cases
Chill TouchNoDamage & ControlBonus action necrotic on hit, can target undead reliably
CommandNoEnforcement & ControlDisengage, Drop, Flee, or Grovel for crowd control
Dancing LightsNoUtilityDistraction, marking, illumination, basic trickery checks
Detect MagicNoSensoryIdentify active magical effects at range
GuidanceNoUtilityReroll one d4 and add it to a check before rolling
LightNoUtilityTarget object becomes a torch or spotlight; can impose disadvantage on Perception relying on sight
Mage HandNoUtilityRemote interaction, triggering effects, positioning items
MessageNoUtilitySilent, one-way emotional communication over 120 feet
Poison SprayNoDamage & ControlRange 10 ft Dex save for 1d8 poison; reliable early damage
PrestidigitationNoUtility & FlavorClean, chill, flavor text, minor battlefield improvisation
Ray of FrostNoDamage & ControlRange 60 ft, half movement on hit, reliable damage
Sacred FlameNoDamage & ControlAuto-hit on intelligent foes, reliable radiant for undead and fiends
Shape WaterNoUtilityMinor environmental interactions; create cover, block vision
ThunderclapNoDamage & ControlConcentration, 5ft-radius burst; useful in choke points

Key mechanics to remember

Paladin cantrips are concentration-free and do not require spell slots, which means you can hold higher-level slots for Cure Wounds, Aura of Protection, or smites. Most scale with your spellcasting modifier (Charisma) and are treated as spell attacks for hit calculations. Cantrips can be cast using a spell slot, but they do not benefit from slot-scaling unless the specific cantrip states otherwise (e.g., Thunderclap). Use your reaction to Opportunity Attack when you can, especially with Chill Touch or Command to maintain tactical control.

How paladin spell progression works for cantrips

Paladins gain spell slots and known spells at each level according to the paladin table. At level 2, you gain Channel Divinity; at level 3, you choose your first tenet and an archetype that shapes later features. You learn additional spells known as you level up, but cantrips are chosen only once at 1st level and do not increase in number afterward. This makes the initial choice important because you cannot swap them later without house rules or variant rules like Tasha’s Cauldron of Everything. Plan around your party role, common threats, and how often you need out-of-combat utility.

Cantrip choice by campaign setting and encounter density

Urban intrigue and social play

In urban or intrigue-heavy games, prioritize utility and subtlety. Message, Prestidigitation, and Dancing Lights help with social creativity, covert signaling, and light-based trickery. Command and Chill Touch remain useful against hostile humanoids when combat cannot be avoided. Consider the social frequency of skill checks and whether your table uses skill challenges; Guidance can consistently improve key rolls without consuming resources.

Dungeon crawls and monster-heavy arcs

In dungeon-heavy campaigns, emphasize defense and control. Ray of Frost offers range and movement penalties, Chill Touch adds reliable undead damage, and Thunderclap excels in choke points. Sacred Flame provides consistent damage against undead and fiends, while Detect Magic helps you identify lingering threats or items. Shape Water supports creative problem-solving with environmental interactions.

Comparative snapshot: cantrip efficiency and action economy

Consider action type, range, and resource cost when evaluating cantrips. On most paladin turns, you will be using bonus actions for Shield, Smite, or holding spell slots for bigger heals or auras. Choose cantrips that minimize opportunity cost and maximize overlap with your class strengths. Below is a quick comparison matrix for quick reference.

1 reaction
CantripActionRangeKey StrengthParty Role Fit
Chill TouchBonus ActionTouchBonus action necrotic, undead-friendlyDamage, anti-undead
CommandBonus Action30 ftEnemy control (Disengage/Drop/Grovel)Control, tank support
Dancing LightsBonus Action60 ftDisadvantage on Perception, illuminationUtility, distraction
Detect MagicSelfIdentify magic at rangeSensory, prep safety
GuidanceReactionTouchReroll and add d4Skill support
LightBonus ActionTouchTorch, illumination, obscure sightUtility, environmental
Mage HandBonus Action30 ftRemote interaction, component manipulationUtility, trap interaction
MessageBonus Action120 ftSilent communicationSocial, covert coordination
Poison SprayBonus Action10 ftEarly damage, Dex saveDamage, control
PrestidigitationBonus ActionTouchFlavor, minor utilityRP, improvisation
Ray of FrostBonus Action60 ftRange, movement penaltyDamage, control
Sacred FlameBonus ActionTouchAuto vs intelligent foes, radiantDamage, undead/fiend focus
Shape WaterBonus Action30 ftEnvironment manipulationUtility, creative problem-solving
ThunderclapBonus Action5 ftAoE, concentration, pushbackZone control, choke points

Synergies and team considerations

Paladins often function as primary tanks or face characters. Coordinate cantrip choices with your party’s strengths. A heavily front-loaded party may benefit from Command and Chill Touch for extra control, while a skill-intensive party gains from Guidance, Message, and Light for consistent checks and silent communication. If the party lacks magical sensing, prioritize Detect Magic. If the party struggles with mobility or positioning, Ray of Frost provides both damage and tactical slowing. Remember that concentration is required only for Thunderclap among the listed cantrips, which preserves action economy for smites and healing.

Frequently asked questions about paladin cantrips

  • How many cantrips does a paladin get at 1st level? A paladin knows two cantrips at 1st level, chosen from the paladin cantrip list.
  • Can I learn more cantrips as I level up? Paladins do not gain additional cantrips from leveling; only sorcerer and wizard-like classes add cantrips on level up. Some feats or magic items may allow knowing extra cantrips.
  • Do paladin cantrips use spell attack rolls? Yes, cantrips that require an attack roll use your spell attack modifier, which includes your proficiency and spellcasting modifier.
  • Can I use a spell slot to cast a cantrip for extra effects? Unless a specific cantrip says otherwise, casting a cantrip with a spell slot does not increase its damage or effects; slot levels are not used for these spells.
  • Are there official errata for paladin cantrips? Use the Sage Advice compendium and the latest errata document from the publisher to verify rules interactions, particularly for edge cases involving concentration, two-weapon fighting, and multiclassing.

Best practices when selecting your starting cantrips

Choose one or two cantrips that directly support your intended playstyle and the campaign’s tone. Favor versatility when uncertain: Ray of Frost, Command, and Guidance perform well in many tables. If your table runs strict rules enforcement, consult your DM about compatibility with class features like Divine Sense or Fighting Style options. Track how often you use each cantrip during play and consider swapping feats or multiclass options in long campaigns if a choice proves suboptimal.

When to revisit your cantrip choices

Most groups treat cantrips as permanent selections, but permissivity varies. If your table allows Tasha’s optional rules or similar variant rules, discuss reflavoring or swapping one cantrip with the DM. Multiclassing into sorcerer or warlock can expand your toolbox, though it may affect your role within the party. Before making changes, verify any homebrew policies on cantrip changes and their impact on balance.

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