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.
| Cantrip | Level Gated | Category | Typical Use Cases |
|---|---|---|---|
| Chill Touch | No | Damage & Control | Bonus action necrotic on hit, can target undead reliably |
| Command | No | Enforcement & Control | Disengage, Drop, Flee, or Grovel for crowd control |
| Dancing Lights | No | Utility | Distraction, marking, illumination, basic trickery checks |
| Detect Magic | No | Sensory | Identify active magical effects at range |
| Guidance | No | Utility | Reroll one d4 and add it to a check before rolling |
| Light | No | Utility | Target object becomes a torch or spotlight; can impose disadvantage on Perception relying on sight |
| Mage Hand | No | Utility | Remote interaction, triggering effects, positioning items |
| Message | No | Utility | Silent, one-way emotional communication over 120 feet |
| Poison Spray | No | Damage & Control | Range 10 ft Dex save for 1d8 poison; reliable early damage |
| Prestidigitation | No | Utility & Flavor | Clean, chill, flavor text, minor battlefield improvisation |
| Ray of Frost | No | Damage & Control | Range 60 ft, half movement on hit, reliable damage |
| Sacred Flame | No | Damage & Control | Auto-hit on intelligent foes, reliable radiant for undead and fiends |
| Shape Water | No | Utility | Minor environmental interactions; create cover, block vision |
| Thunderclap | No | Damage & Control | Concentration, 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.
| Cantrip | Action | Range | Key Strength | Party Role Fit |
|---|---|---|---|---|
| Chill Touch | Bonus Action | Touch | Bonus action necrotic, undead-friendly | Damage, anti-undead |
| Command | Bonus Action | 30 ft | Enemy control (Disengage/Drop/Grovel) | Control, tank support |
| Dancing Lights | Bonus Action | 60 ft | Disadvantage on Perception, illumination | Utility, distraction |
| Detect Magic | Self | Identify magic at range | Sensory, prep safety | |
| Guidance | Reaction | Touch | Reroll and add d4 | Skill support |
| Light | Bonus Action | Touch | Torch, illumination, obscure sight | Utility, environmental |
| Mage Hand | Bonus Action | 30 ft | Remote interaction, component manipulation | Utility, trap interaction |
| Message | Bonus Action | 120 ft | Silent communication | Social, covert coordination |
| Poison Spray | Bonus Action | 10 ft | Early damage, Dex save | Damage, control |
| Prestidigitation | Bonus Action | Touch | Flavor, minor utility | RP, improvisation |
| Ray of Frost | Bonus Action | 60 ft | Range, movement penalty | Damage, control |
| Sacred Flame | Bonus Action | Touch | Auto vs intelligent foes, radiant | Damage, undead/fiend focus |
| Shape Water | Bonus Action | 30 ft | Environment manipulation | Utility, creative problem-solving |
| Thunderclap | Bonus Action | 5 ft | AoE, concentration, pushback | Zone 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.