Introduction
Cantrips handle the jobs that do not justify spending a spell slot: a reliable attack, a safe way to move an object, a message across a room, or a small piece of support before a decisive roll. Pick them for the situations that come up at your table, not for the most dramatic line of text.
Tales of the Valiant organizes its magic around four source lists — Arcane, Divine, Primordial, and Wyrd — and each list has its own cantrip options. Not every list covers the same ground: Arcane cantrips skew toward damage variety and utility; Divine cantrips lean into support and off-damage offense; Primordial cantrips bridge nature utility with some surprising combat options; Wyrd cantrips trade raw damage output for manipulation and battlefield control.
The Old Margreve adds three cantrips to this ecosystem: Hamstring (The Old Margreve), Hobble (The Old Margreve), and Tree Heal (The Old Margreve). None of them dethrone Guidance, Mage Hand, Fire Bolt, Produce Flame, or Minor Illusion, but they add useful tactical texture: reaction denial, bonus-action speed control, and plant-specific healing.
Labyrinth Worldbook adds dungeon and Void-flavored cantrips: Crimson Forge (Labyrinth Worldbook / Player's Guide 2), Crushing Curse (Labyrinth Worldbook), Corrosion (Labyrinth Worldbook), Doorbind (Labyrinth Worldbook), Influence (Labyrinth Worldbook / Player's Guide 2), Swift Stash (Labyrinth Worldbook / Player's Guide 2), and Word of Misfortune (Labyrinth Worldbook). The standouts are setup and utility picks, especially Word of Misfortune for save pressure, Swift Stash for hidden-object play, and Doorbind for pursuit control.
Player's Guide 2 adds smaller, practical tools instead of obvious new damage kings. Luck Bait (Player's Guide 2) is the broadest pickup for Arcane, Divine, and Wyrd casters; Invigorate (Player's Guide 2) and Upright (Player's Guide 2) give Divine and Primordial casters zero-slot rescue buttons; Hoarfrost (Player's Guide 2) gives Primordial casters a clean speed-control attack; and Demonic Pact (Player's Guide 2) gives Wyrd casters a distinct defensive trick. Witch and Theurge both benefit here, which is nice because nobody likes watching a new class stare at a cantrip table like it was written by a hostile accountant.
Here's who gets what:
| Class | Source List | Cantrips at 1st Level |
|---|---|---|
| Bard | Arcane | 3 |
| Cleric | Divine | 3 |
| Druid | Primordial | 3 |
| Sorcerer | Arcane | 3 |
| Theurge | Arcane / Divine | 3 |
| Warlock | Wyrd | 3 |
| Witch | Wyrd | 3 |
| Wizard | Arcane | 3 (scales to 5 by 10th level) |
Rangers and Paladins don't get cantrips by default. The Cantrip Adept Wizard subclass gives access to cantrips from any source list, and the Anointed Heritage gives any class one Divine or Primordial cantrip. Bards can access cross-list spells starting at 1st level, but the cross-list pick is a leveled spell — not a cantrip.

How to Use This Guide
Cantrips are rated on a four-color system:
- ● Red — Bad. There is almost always a better pick.
- ● Orange — Situational. Earns its slot in specific builds or campaigns.
- ● Green — Good. Solid choice you will not regret.
- ● Blue — Fantastic. A defining pick; take it unless you have a very specific reason not to.
Ratings reflect general usefulness across most campaigns and builds. Your table's style always matters more than any guide.
Cantrips by Source List
Arcane Cantrips
Available to: Bard, Sorcerer, Theurge, Wizard
Acid Splash ● Hits two adjacent creatures if both fail a DEX save. The targeting constraint makes this clunky — enemies are rarely conveniently grouped for a cantrip. Usable in very specific situations; Poison Spray outperforms it in single-target scenarios.
Canteen Catch-All (Player's Guide 2) ● Carry liquid in improvised containers and solve tiny logistics problems. This is not a combat spell; it is a desert trek, prison break, shipwreck, or "why did nobody buy waterskins?" spell.
Conjure Missile (Player's Guide 2) ● Create ammunition when the party needs shots more than fireworks. Useful for archers, sieges, and survival campaigns, but most Arcane casters should not spend one of their precious cantrip slots on being the ammunition intern.
Dancing Lights ● Four floating lights you can move within 60 feet. The exploration utility here is significant — free torchlight that doesn't occupy a hand and doesn't break stealth the way a torch does. Also appears on the Primordial and Wyrd lists. A budget pick over a utility slot.
Electric Jolt (Player's Guide 2) ● Lightning ray damage. It is not as universally clean as Fire Bolt or as tactically useful as Ray of Frost, but lightning damage has campaign value and Arcane casters who want elemental variety can justify it.
Fire Bolt ● The standard Arcane offensive cantrip. Ranged spell attack, solid damage, ignites objects. Scales well. If you are an Arcane caster who needs a damage cantrip and nothing else on this list appeals, Fire Bolt is the default answer — it requires no save and deals consistent damage at range. Sorcerers, Theurges, and Wizards should almost always have this or Ray of Frost.
Grave Touch ● Necrotic damage on a hit, and the target can't regain hit points until the start of your next turn. That healing prevention is sneakily powerful — it completely neutralizes in-combat healing for a round and it's on a cantrip. Against creatures with regeneration or self-healing, this punches above its circle. Also appears on Wyrd.
Crimson Forge (Labyrinth Worldbook / Player's Guide 2) ● Turns blood, flesh, bone, or vegetation into temporary simple weapons or ammunition, then scales into martial, magical, and eventually +1 options. This is not a normal combat cantrip; it is a prison-break, survival, and "we got disarmed" spell. Excellent flavor, real niche utility, low everyday value.
Crushing Curse (Labyrinth Worldbook) ● Psychic damage on a WIS save with a deafened rider for up to 1 minute. Deafened is table-dependent, but it can disrupt listening, communication, alarms, and some spell cues. Solid for Wyrd-style debuff play when you want a save-based damage cantrip that is not just damage.
Corrosion (Labyrinth Worldbook) ● Ruins a small unattended nonmagical object, but not complex objects like locks. This is rarely a combat pick, but it is exactly the kind of cantrip that handles simple sabotage, evidence destruction, fragile tools, loose pins, trinkets, and improvised obstacles if your GM lets object interaction matter.
Doorbind (Labyrinth Worldbook) ● Bonus-action door and hatch control that makes attempts to open, unlock, or break the target worse. It is blank in an open field and great in a dungeon chase. If your campaign has doors, ladders, hatches, gates, and pursuers, this plays better than the rating looks.
Hamstring (The Old Margreve) ● Ranged force attack that prevents the target from taking reactions until the start of its next turn. The damage die is small, but force damage is reliable and reaction denial matters when allies need to move, withdraw, or reposition through threatened spaces. This is a control cantrip first.
Hobble (The Old Margreve) ● Bonus-action DEX save that halves a target's speed until the end of its next turn. The lack of damage keeps it from being a universal pick, but bonus-action cantrips are rare. Wizards and Sorcerers can use this when their action is already committed and they still want to shape enemy movement.
Influence (Labyrinth Worldbook / Player's Guide 2) ● Advantage on CHA checks with a nonhostile creature for up to a minute, followed by the target realizing magic was used and becoming hostile. The upside is obvious for one-shot social leverage; the backlash means this is a heist, interrogation, or burn-the-bridge tool, not a default face cantrip.
Light ● Illuminates a 20-foot radius. Useful at very low levels before your party has reliable light sources. Becomes irrelevant once Darkvision tools proliferate. Take Dancing Lights instead if you want utility light.
Luck Bait (Player's Guide 2) ● Touch a willing creature for a one-minute safety bump: if it misses an attack roll or save by 1, it adds +1 and the spell ends. It is not flashy, but it converts the most annoying near-miss in the game into a success. Also appears on Divine and Wyrd.
Mage Hand ● The single best utility cantrip in the game. A magical hand you can send anywhere within 30 feet to manipulate objects. Pulls levers from a safe distance, lifts keys through bars, delivers objects without exposing your character to danger. Also appears on Wyrd. Any Arcane or Wyrd caster who doesn't have a specific reason to skip this is leaving value on the table.
Measure (Player's Guide 2) ● Learn an object's exact dimensions and weight. This is not a combat pick, but it is quietly useful for heists, traps, treasure appraisal, engineering problems, and any table where "can we move this thing?" starts a 12-minute argument.
Mending ● Repairs minor breaks. Almost entirely out-of-combat flavor. Occasionally useful for fixing critical equipment mid-adventure. Skip in most builds unless your campaign leans into crafting and gear maintenance.
Message ● Whisper to a target within 120 feet — they can whisper back. No one else can hear the exchange. The silent communication utility here is substantial in social encounters and scouting scenarios. Also appears on Wyrd. A sleeper pick that solves specific problems elegantly.
Minor Illusion ● Creates either a sound or an image within 30 feet that lasts 1 minute. "Just a small illusion" dramatically undersells how versatile this is. Creatures can investigate it, but an illusory sound of guards approaching or a visual distraction can reshape an entire encounter. One of the most creative cantrips in the game.
Poison Spray ● Short range (10 feet), CON save or take poison damage. Respectable damage dice, but the 10-foot range puts you in danger and poison resistance is common. Also on Primordial. Situationally fine early; replace when better options appear.
Prestidigitation ● A grab-bag of minor magical effects: clean or soil objects, light or snuff flames, create a small illusion of a sound or image, chill/warm/flavor an object, mark an object invisibly, or create a nonmagical trinket. No single effect is powerful, but the breadth of applications earns its slot. Every Arcane caster should consider at least one broad utility cantrip, and Prestidigitation is the most flexible one.
Swift Stash (Labyrinth Worldbook / Player's Guide 2) ● Stashes a small held object in an extradimensional pocket and retrieves it with a bonus action. The weight limit keeps it honest, but keys, notes, rings, spell components, contraband, and evidence are exactly the objects that matter in social and infiltration play.
Ray of Frost ● Cold damage and reduces the target's speed by 10 feet until the start of your next turn. The damage is solid; the speed reduction is a passive kite tool that consistently denies melee enemies their first attack. One of the better designed Arcane offensive cantrips.
Shocking Grasp ● Lightning damage and the target can't take reactions until the start of its next turn. That reaction denial is the hook — shutting off opportunity attacks means your Fighter can disengage safely, your Rogue can maneuver freely, and your backline casters can reposition without penalty. Also on Primordial. Strong in martially-focused parties.
Vicious Mockery ● Psychic damage and the target has disadvantage on the next attack roll before the start of your next turn. For a cantrip, this is extraordinary — you are conditionally giving the target disadvantage on its most dangerous attack while also dealing damage. Bard's signature cantrip, and it earns every bit of that reputation. Also appears on Wyrd.
Word of Misfortune (Labyrinth Worldbook) ● Necrotic damage and disadvantage on the target's next save before the start of your next turn. That rider is the prize. Use this before an ally's control spell, banishment effect, petrification attempt, or fear effect, and the cantrip becomes setup instead of filler.
Divine Cantrips
Available to: Cleric, Theurge
Guidance ● The single highest expected-value cantrip across all four lists. Add a d4 to any ability check a willing creature makes within a minute of being touched. As long as you can see an ability check coming, Guidance is a free +2.5 average on any skill roll in the game. Also appears on Wyrd. The only downside is requiring concentration and touch range — if your Cleric or Theurge is concentrating on something more important, it falls off. For Divine casters with no combat concentration spell active, this should be up on someone at all times.
Canteen Catch-All (Player's Guide 2) ● Same as Arcane. Divine casters in survival or pilgrimage campaigns get more use from this than dungeon Clerics do.
Conjure Missile (Player's Guide 2) ● Same as Arcane. Better in a party with multiple archers than on a standard Cleric.
Infernal Fire (Player's Guide 2) ● Ranged fire attack with a CON-save rider that can shut off reactions until the start of the target's next turn. It is especially mean against Celestials. Sacred Flame is still the clean default, but Infernal Fire gives Divine casters a real "no, you do not get an opportunity attack" button.
Invigorate (Player's Guide 2) ● Touch a creature with at least 1 HP to grant short-lived temporary HP. The duration is only 1 round, so this is a timing cantrip, not passive padding. Use it right before the hit lands if your table's turn flow makes that practical; otherwise, the temp HP evaporates like heroic confidence after initiative.
Luck Bait (Player's Guide 2) ● Same as Arcane. Theurge likes this because it works on either attack rolls or saves and does not ask you to predict the exact danger, only that danger is probably about to happen.
Doorbind (Labyrinth Worldbook) ● Same as Arcane. Clerics do not usually get this kind of dungeon-chase utility from a cantrip, which makes it more interesting than it looks in exploration-heavy campaigns.
Light ● Same as the Arcane version. Take Dancing Lights unless you specifically want a consistent cone of light rather than controlled floating orbs.
Measure (Player's Guide 2) ● Same as Arcane. Better for Theurges than Clerics because Theurges are more likely to be the party's "I prepared for this weird room" caster.
Mending ● Utility flavor. Same situation as the Arcane version.
Resistance ● Add a d4 to one saving throw within the next minute (touch, concentration). The same design as Guidance but for saves. Also on Primordial. Guidance has higher throughput in most sessions because ability checks happen more often than saving throws, but in a dungeon crawl with save-heavy encounters, Resistance earns its keep. If your party is regularly facing AoE spells, keep Resistance ready.
Sacred Flame ● The Divine offensive cantrip. DEX save or take radiant damage — and unlike most ranged attacks, it ignores cover. The no-cover clause is what makes this exceptional. A creature hiding behind a wall corner or in total cover still has to save against Sacred Flame. No other damage cantrip ignores cover this cleanly.
Spare the Dying ● Instantly stabilizes a creature at 0 HP within 5 feet, no roll required. This is a free Stabilize action that doesn't cost a spell slot. Any Cleric who might be the only healer in the party should have this. It won't come up every session, but when it does it saves a character from rolling death saves.
Thaumaturgy ● Minor but dramatic magical effects: voice booms, eyes flash flame, tremors, doors fly open, lights flicker. Purely performance and intimidation — no mechanical benefit in combat. Campaign-dependent. A Cleric in a roleplay-heavy campaign can wring a lot of value from this; an optimized dungeon crawl Cleric should skip it. Also on Wyrd.
Tree Heal (The Old Margreve) ● Heal a plant for 1d4 HP, cure one disease, or remove pests from a plant or Plant creature, with a 24-hour limit per target. This is nearly blank in many campaigns and quietly excellent in Margreve, druidic, fungal, treant, awakened shrub, or plant-ally stories. Rate it by the campaign, not by the average dungeon.
Upright (Player's Guide 2) ● Bonus-action stand-up support for a conscious ally within 60 feet, with a follow-up defensive rider if they were already standing. This is not glamorous, but prone control is common enough that "get up, we are not dying on the floor" earns a slot in the right party.
Primordial Cantrips
Available to: Druid, Ranger (subclass-dependent)
Dancing Lights ● Same as Arcane. Useful utility for any Primordial caster who needs hands-free light.
Druidcraft ● The Primordial equivalent of Prestidigitation — harmless natural magical effects: predict weather, make a flower bloom, create a sensory effect like a smell or rustle. Narrower than Prestidigitation but mechanically superior in the right campaign (nature-heavy RP, wilderness survival, or tracking scenarios). Take it if your campaign spends serious time outdoors.
Dander Ball (Player's Guide 2) ● An animal-allergy style debuff cantrip. It is funny, gross, and more table-dependent than reliable. If the campaign often features Beasts, Animal-tag creatures, or social scenes where sneezing matters, it earns the slot.
Electric Jolt (Player's Guide 2) ● Same as Arcane. Primordial casters appreciate a lightning attack option because the list's damage cantrips otherwise lean fire, poison, weapon, or nature utility.
Hoarfrost (Player's Guide 2) ● CON save for cold damage and halved speed until the end of the target's next turn. Produce Flame is still the flexible default, but Hoarfrost gives Druids and cantrip-enabled Rangers a real speed-control option when the party wants to kite.
Invigorate (Player's Guide 2) ● Same as Divine. Good on Druids who want a zero-slot way to blunt a predictable hit, especially in low-slot adventuring days.
Moonfang Strike (Player's Guide 2) ● Weapon-cantrip support for bows, crossbows, or thrown weapons: hit normally, then punish the marked target if it uses a reaction. This is built for Ranger-style play more than Druid play. If nobody at your table provokes or spends reactions, it is mostly moon-flavored bookkeeping.
Placate (Player's Guide 2) ● Offer food to a Beast or Animal-tag creature so it ignores you and your allies for 10 minutes. Excellent in wilderness diplomacy, awkward against anything that does not care about snacks. Bears: maybe. Skeletons: famously bad dinner guests.
Crimson Forge (Labyrinth Worldbook / Player's Guide 2) ● Same as Arcane. Druids and Rangers are more likely to be in wilderness and survival scenes, so the temporary weapon and ammunition angle is more relevant here than it is on a city Wizard.
Corrosion (Labyrinth Worldbook) ● Same as Arcane. Primordial casters can use this as natural decay magic, but the lock limitation keeps it from becoming a universal dungeon bypass.
Doorbind (Labyrinth Worldbook) ● Same as Arcane. Primordial casters usually prefer open-terrain control, but this gives them a zero-slot answer when the fight moves indoors.
Poison Spray ● Same as Arcane. See notes above. Druids have limited cantrip slots (2 at 1st level), so spending one here is a bigger cost.
Produce Flame ● Creates a flame in your hand that you can hold (as a light source) or hurl as a ranged attack for fire damage. Dual function — a lantern and an offensive cantrip in one slot. Druids only get two cantrips and need to cover both combat and utility; Produce Flame does both. The best cantrip on the Primordial list for Druids specifically.
Resistance ● Same as Divine. In the Druid context, Resistance is particularly valuable before you have the spell slots to sustain Barkskin or other defensive spells.
Shillelagh ● Transform your wooden club or staff into a magical weapon that uses your spellcasting ability (WIS) for attack and damage rolls. This cantrip is the entire case for a melee Druid build. Without it, Druids are SAD casters who swing a club weakly using STR or DEX. With it, your WIS modifier does your melee work and your weapon counts as magical. For any Druid who expects to be in melee, this is a mandatory first pick.
Shocking Grasp ● Same as Arcane. Reaction denial is useful regardless of source list.
Tree Heal (The Old Margreve) ● Same as Divine. Druids are the class most likely to care about this because they are the most likely to talk to, protect, awaken, summon, or ally with plants. Still, if your campaign does not put Plant creatures and important vegetation on screen, spend the slot elsewhere.
Upright (Player's Guide 2) ● Same as Divine. Particularly good in terrain-heavy Primordial parties where prone, restrained, and stunned effects show up alongside difficult terrain and forced movement.
Wyrd Cantrips
Available to: Warlock, Witch
Dancing Lights ● Same as Arcane and Primordial. Fine utility if you have a free cantrip slot.
Demonic Pact (Player's Guide 2) ● Infernal defensive magic that reduces incoming damage. Warlocks and Witches both like having a zero-slot panic buffer, especially when their concentration spell is already carrying the encounter and they need the rest of their body to keep up.
Grave Touch ● Same as Arcane — healing prevention on a necrotic hit. Strong against regenerating creatures.
Crushing Curse (Labyrinth Worldbook) ● Same as Arcane. Warlocks and Witches appreciate psychic damage and status texture, though it competes with Vicious Mockery and your usual Wyrd control options.
Doorbind (Labyrinth Worldbook) ● Same as Arcane. Warlocks make good infiltrators and pursuers, so the dungeon utility has a natural home here.
Hamstring (The Old Margreve) ● Same as Arcane. Warlocks already have Eldritch Blast for damage, so Hamstring is not competing as a blaster option. It is a utility attack for turns where stopping reactions matters more than raw output.
Influence (Labyrinth Worldbook / Player's Guide 2) ● Same as Arcane. Warlocks are often the face or infiltrator, which makes the upside tempting, but the post-spell hostility means you should treat it like a short-fuse social weapon.
Guidance ● Same as Divine. Wyrd casters getting Guidance as a cantrip option is enormous — Warlocks and Witches often serve as the party face, investigator, or curse-handler. Guidance on yourself before Persuasion, Deception, or Investigation checks, or on allies before critical skill rolls, is high-value with no resource cost. One of the best Wyrd cantrip picks.
Luck Bait (Player's Guide 2) ● Same as Arcane. Witch and Warlock both like this as low-commitment support when the next save matters but you do not know whether the threat is claws, curses, or the GM smiling while asking for a roll.
Mage Hand ● Same as Arcane. Same argument — take it unless you have a specific reason not to.
Message ● Same as Arcane. Particularly useful for Warlocks who operate as social agents or infiltrators.
Minor Illusion ● Same as Arcane. Creative cantrip with wide-ranging applications.
Swift Stash (Labyrinth Worldbook / Player's Guide 2) ● Same as Arcane. This is especially good on a Warlock acting as the party face, spy, courier, or cult infiltrator.
Thaumaturgy ● Same as Divine. Flavorful for a Warlock but does little mechanically. Skip unless your campaign rewards intimidation roleplay.
Vicious Mockery ● Same as Arcane. The disadvantage-on-attacks rider is powerful, and Warlocks can use it to protect allies when they don't have a better action. Worth considering as a backup offensive option.
Word of Misfortune (Labyrinth Worldbook) ● Same as Arcane. This is one of the best new Wyrd cantrips because Warlocks often coordinate around one decisive save-based effect per fight.
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Start BuildingTop Cantrips by Role
| Cantrip | Source List | Best For |
|---|---|---|
| Fire Bolt ● | Arcane | Arcane damage dealer (Sorcerer, Theurge, Wizard) |
| Vicious Mockery ● | Arcane / Wyrd | Bard, Warlock, Witch battlefield control |
| Mage Hand ● | Arcane / Wyrd | Any class, exploration + utility |
| Guidance ● | Divine / Wyrd | Cleric, Theurge, Warlock, Witch party face |
| Sacred Flame ● | Divine | Cleric primary offense |
| Produce Flame ● | Primordial | Druid (covers offense + utility in 1 slot) |
| Shillelagh ● | Primordial | Melee Druid (WIS-to-attacks) |
| Ray of Frost ● | Arcane | Kiting, melee denial |
| Minor Illusion ● | Arcane / Wyrd | Versatile creative applications |
| Grave Touch ● | Arcane / Wyrd | Anti-regeneration, anti-healing |
| Shocking Grasp ● | Arcane / Primordial | Reaction denial, escape tool |
| Word of Misfortune (Labyrinth Worldbook) ● | Arcane / Wyrd | Save setup for control casters |
| Luck Bait (Player's Guide 2) ● | Arcane / Divine / Wyrd | Turning near-miss attacks and saves into hits |
| Demonic Pact (Player's Guide 2) ● | Wyrd | Witch and Warlock defensive padding |
| Hoarfrost (Player's Guide 2) ● | Primordial | Speed control for Druid and Ranger builds |
| Invigorate (Player's Guide 2) ● | Divine / Primordial | Short-term temp HP safety |
| Upright (Player's Guide 2) ● | Divine / Primordial | Bonus-action prone recovery |
| Swift Stash (Labyrinth Worldbook / Player's Guide 2) ● | Arcane / Wyrd | Infiltration and hidden-object utility |
| Crushing Curse (Labyrinth Worldbook) ● | Arcane / Wyrd | Psychic pressure and deafening |
| Hamstring (The Old Margreve) ● | Arcane / Wyrd | Ranged reaction denial |
| Hobble (The Old Margreve) ● | Arcane | Bonus-action speed control |
| Resistance ● | Divine / Primordial | Save support in save-heavy encounters |
| Spare the Dying ● | Divine | Cleric safety net for downed allies |
| Prestidigitation ● | Arcane | Broad out-of-combat utility |
| Druidcraft ● | Primordial | Nature-focused campaigns |
| Doorbind (Labyrinth Worldbook) ● | All lists | Chase, escape, and dungeon-door control |
| Crimson Forge (Labyrinth Worldbook / Player's Guide 2) ● | Arcane / Primordial | Survival weapons and ammunition |
| Tree Heal (The Old Margreve) ● | Divine / Primordial | Plant allies and Margreve campaigns |
Best Old Margreve Cantrip Picks
| Cantrip | Source List | Best For |
|---|---|---|
| Hamstring (The Old Margreve) ● | Arcane / Wyrd | Ranged reaction denial, party repositioning |
| Hobble (The Old Margreve) ● | Arcane | Bonus-action movement control |
| Tree Heal (The Old Margreve) ● | Divine / Primordial | Plant creatures, sacred groves, Margreve play |
The Old Margreve cantrips are not generic replacements for the core list. They are best when the party uses movement denial, needs escape tools, or spends real time interacting with living forests and Plant creatures.
Best Labyrinth Worldbook Cantrip Picks
| Cantrip | Source List | Best For |
|---|---|---|
| Word of Misfortune (Labyrinth Worldbook) ● | Arcane / Wyrd | Setting up the next save-based spell |
| Swift Stash (Labyrinth Worldbook / Player's Guide 2) ● | Arcane / Wyrd | Smuggling, sleight of hand, evidence control |
| Crushing Curse (Labyrinth Worldbook) ● | Arcane / Wyrd | Psychic damage and deafened utility |
| Doorbind (Labyrinth Worldbook) ● | Arcane / Divine / Primordial / Wyrd | Dungeon chases, retreats, locked-room play |
| Influence (Labyrinth Worldbook / Player's Guide 2) ● | Arcane / Wyrd | One-shot social leverage with consequences |
| Crimson Forge (Labyrinth Worldbook / Player's Guide 2) ● | Arcane / Primordial | Survival, prison breaks, emergency weapons |
| Corrosion (Labyrinth Worldbook) ● | Arcane / Primordial | Simple object removal, sabotage, evidence |
The Labyrinth Worldbook cantrips are at their best when the campaign rewards environment interaction. Word of Misfortune is the broadest combat pick; Swift Stash, Doorbind, Corrosion, and Influence are the ones that make dungeons and social scenes behave differently.
Best Player's Guide 2 Cantrip Picks
| Cantrip | Source List | Best For |
|---|---|---|
| Luck Bait (Player's Guide 2) ● | Arcane / Divine / Wyrd | Theurge, Witch, Warlock, and support casters |
| Hoarfrost (Player's Guide 2) ● | Primordial | Druid and Ranger speed control |
| Invigorate (Player's Guide 2) ● | Divine / Primordial | Short-window damage padding |
| Upright (Player's Guide 2) ● | Divine / Primordial | Recovering allies from prone or stun setups |
| Infernal Fire (Player's Guide 2) ● | Divine | Reaction denial and anti-Celestial pressure |
| Electric Jolt (Player's Guide 2) ● | Arcane / Primordial | Lightning damage coverage |
| Moonfang Strike (Player's Guide 2) ● | Primordial | Weapon-using Ranger builds |
| Demonic Pact (Player's Guide 2) ● | Wyrd | Witch and Warlock defensive play |
| Canteen Catch-All (Player's Guide 2) ● | Arcane / Divine | Survival logistics and travel |
| Conjure Missile (Player's Guide 2) ● | Arcane / Divine | Ammunition support |
| Dander Ball (Player's Guide 2) ● | Primordial | Animal-heavy comedy and debuff utility |
| Measure (Player's Guide 2) ● | Arcane / Divine | Heists, engineering, logistics, puzzles |
| Placate (Player's Guide 2) ● | Primordial | Beast and Animal-tag encounters |
Player's Guide 2 does not rewrite the cantrip meta. It gives the support classes better "small hinge" buttons: the kind of cantrips that turn one failed save, one prone ally, or one angry Beast into a solvable problem.
Cantrip Synergies
Vicious Mockery + Melee Party The disadvantage Vicious Mockery imposes on an enemy's next attack pairs directly with your frontline. If your Fighter has AC 17 and the enemy is going to target them, Vicious Mockery drops the expected hit chance by a significant margin. In a party with two or more melee characters, a Bard's Vicious Mockery is functionally a damage mitigation tool, not just a damage dealer. Pair with a Cleric's Resistance for stacked defensive support at zero resource cost.
Guidance + Skill Monkey Characters Guidance scales in value with the number of consequential skill checks your table makes. Pair it with your party's Rogue or the character with the highest skill investment — a Rogue with Expertise in Stealth plus Guidance has an absurd expected roll. For Warlocks, Witches, and Theurges considering Guidance as a cantrip pick, the play is to hand it to the Rogue before every important check, keeping your concentration action useful even when spell slots are empty. See the Warlock spell guide, Witch spell guide, and Theurge spell guide for more on class-specific action economy.
Shillelagh + Druid Multiclass or Melee Subclass Shillelagh's value is tied directly to your WIS modifier, which means every point of WIS you invest in for spellcasting purposes also improves your melee damage. If you're building a Druid who plans to Wild Shape into melee or play in melee as a caster (Leaf or Shifter subclasses), Shillelagh creates a unified MAD-avoidance loop: one ability score does both jobs. The Druid spell guide covers subclass considerations in detail.
Ray of Frost + Fighter or Paladin Tanking The speed reduction on Ray of Frost (−10 feet) actively supports any party with melee lockdown characters. A Wizard or Sorcerer kiting an enemy while a Fighter holds the line becomes dramatically more effective when the enemy's approach speed is reduced every round — at the cost of zero spell slots. Stack with a Monk's open hand techniques or a Paladin's Aura for a layered mobility-denial setup. See the Sorcerer spell guide and Wizard spell guide for supporting leveled spells.
Hamstring (The Old Margreve) + Rogue or Skirmisher Allies Hamstring blocks reactions at range, which lets a Rogue, Monk, Bard, or wounded frontliner move away without eating an opportunity attack. Shocking Grasp does a similar job in melee; Hamstring does it from 60 feet.
Hobble (The Old Margreve) + Ray of Frost Layering speed penalties makes melee enemies waste turns crossing the battlefield. Hobble uses your bonus action, Ray of Frost uses your action, and together they can keep a dangerous bruiser from reaching the backline.
Word of Misfortune (Labyrinth Worldbook) + Save-or-Suck Spells Word of Misfortune is not there for its damage die. It is there to impose disadvantage before an ally casts Hold, Banishment, petrification, fear, or another high-impact save spell. If the party coordinates initiative, this is one of the best zero-slot setup tools in the book.
Doorbind (Labyrinth Worldbook) + Chase Escapes Doorbind turns doors and hatches into tempo. Bonus-action disadvantage on opening or breaking a door can buy the round your party needs to flee, regroup, reload, or force pursuers through a predictable chokepoint.
Swift Stash (Labyrinth Worldbook / Player's Guide 2) + Sleight of Hand Swift Stash makes the most important one-pound object disappear: a key, note, holy symbol, ring, dagger, component pouch item, incriminating letter, or stolen gem. Pair it with Deception or Sleight of Hand and it becomes a social encounter tool, not just inventory storage.
Luck Bait (Player's Guide 2) + High-Impact Saves Luck Bait is best before the roll that cannot afford to miss by 1: a death-save-adjacent CON save, a Paladin's key attack, a Theurge's defensive save, or the Witch trying not to fail concentration while holding the room together with vibes and spite.
Upright (Player's Guide 2) + Prone Control Upright is a small answer to a common tempo problem. If the party is fighting creatures that knock allies prone before follow-up attacks, a bonus-action stand-up can protect the action economy without spending a leveled spell.
Hot Takes
Hot Take: Hobble earns a closer look in a party that already has a clear action plan. It uses a bonus action to reduce speed, so an Arcane caster can still use an action for another spell or a different task. It is a campaign-specific control pick, not a replacement for a reliable attack or utility cantrip.
Final Notes
Cantrips remain useful throughout a campaign because they preserve spell slots for the moments when a higher-circle spell matters. Start with the jobs your party repeats, then use a remaining choice for a source-specific tool or a campaign niche.
The best cantrip kits share a common structure: one reliable damage cantrip, one utility cantrip, and any remaining slots used for either a second damage option or a buff/debuff tool. Deviate from that structure only when your class or party role clearly warrants it.
The Old Margreve additions fit that structure as specialist tools. Hamstring and Hobble are for players who value movement and reaction control. Tree Heal is for campaigns where plants are not scenery. Take them when they support the game in front of you, not because they are new.
The Labyrinth Worldbook additions push cantrips toward dungeon engineering, Void curses, and social manipulation. Word of Misfortune is the most broadly powerful pick, but the real value of the set is giving cantrip slots ways to interact with doors, objects, pursuit, hidden items, and suspicious conversations.
Player's Guide 2 adds practical support texture. Luck Bait matters most for Theurge, Witch, Warlock, and other support-minded casters; Hoarfrost matters for Primordial control; Upright and Invigorate reward players who pay attention to turn timing instead of just looking for bigger dice.
For deeper dives into how cantrips interact with your class's full spell list, see the class-specific guides:
- Bard Spells
- Cleric Spells
- Druid Spells
- Sorcerer Spells
- Theurge Spells
- Warlock Spells
- Witch Spells
- Wizard Spells
For the class and circle index, return to the Tales of the Valiant Spell Guides.
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