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Cantrip Damage at Levels 5, 11 and 17

A robed wizard in a candlelit stone hall holds a small flame in an open palm while an armoured warrior waits in the smoke and a spiked shape looms above

Damage cantrips get stronger on their own at character levels 5, 11 and 17. Fire Bolt rolls 1d10 at level 1, 2d10 at 5, 3d10 at 11 and 4d10 at 17, with no spell slot spent. The jump follows your total character level, not your class level, so a Fighter who takes one level of Wizard at character level 5 casts Fire Bolt for 2d10. Here is every damage cantrip in SRD 5.2.1, quoted, with the damage it does a turn.

The rule

Each damaging cantrip ends with a Cantrip Upgrade line. Fire Bolt's:

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

The multiclassing rules say which "levels" count:

Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise.

No cantrip in the SRD says otherwise. A Paladin's Sacred Flame from Blessed Warrior, a Ranger's Starry Wisp from Druidic Warrior, and a Magic Initiate cantrip all grow at 5, 11 and 17 too.

Every damage cantrip in the SRD

CantripClassesHow it landsLevel 1Level 17
Poison SprayDruid, Sorcerer, Warlock, WizardRanged attack, 30 ft1d124d12
Fire BoltSorcerer, WizardRanged attack, 120 ft1d104d10
Chill TouchSorcerer, Warlock, WizardMelee attack1d104d10
Eldritch BlastWarlockRanged attack, 120 ft1 beam, 1d104 beams, 1d10 each
Ray of FrostSorcerer, WizardRanged attack, 60 ft1d84d8
Shocking GraspSorcerer, WizardMelee attack1d84d8
Sorcerous BurstSorcererRanged attack, 120 ft1d8, 8s explode4d8, 8s explode
Produce FlameDruidRanged attack, 60 ft, Magic action1d84d8
Starry WispBard, DruidRanged attack, 60 ft1d84d8
Sacred FlameClericDex save, 60 ft1d84d8
Acid SplashSorcerer, WizardDex save, 5 ft Sphere1d64d6
Vicious MockeryBardWis save, 60 ft1d64d6
True StrikeBard, Sorcerer, Warlock, WizardWeapon attackweaponweapon + 3d6
ShillelaghDruidWeapon attackd8 die2d6 die

The bigger die isn't the whole story. Each one carries a rider: Ray of Frost takes 10 feet of Speed, Shocking Grasp stops Opportunity Attacks, Chill Touch blocks healing, Starry Wisp beats the Invisible condition, Vicious Mockery hands out Disadvantage, and Acid Splash can catch two creatures standing together.

What a turn of each is worth

To compare them fairly, one caster with Int, Wis or Cha 16 who raises it at level 4 and level 8 (+3, +4, +5), shoots at the same target every time: AC 15, save bonus +2. That is attack +5, +7, +9, +11 (hits 55%, 65%, 75%, 85%) and save DC 13, 15, 17, 19 (fails 50%, 60%, 70%, 80%) at levels 1, 5, 11, 17. Natural 20s double the dice. Figures are average damage per cast, misses included.

LevelFire BoltPoison SprayRay of FrostSacred FlameVicious Mockery
13.33.92.72.31.8
57.79.16.35.44.2
1113.215.610.89.57.4
1719.823.416.214.411.2

Level 5 is the big one: every cantrip more than doubles, because the die doubles and the caster hits more often. Poison Spray tops the chart on dice but reaches only 30 feet. Fire Bolt does 85% of that from 120.

Eldritch Blast and Agonizing Blast

Eldritch Blast doesn't grow its die. It adds beams:

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

On its own that works out the same as Fire Bolt: 3.3, 7.7, 13.2, 19.8. The difference is the Warlock invocation:

Agonizing Blast. Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage. Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.

Every beam rolls damage, so every beam that hits gets the Charisma modifier:

LevelEldritch BlastWith Agonizing Blast
57.712.9
1113.224.5
1719.836.8

At level 17 that is almost double Fire Bolt, every turn, from a cantrip. Separate beams also spread the risk: four attack rolls rarely all miss.

Sorcerous Burst's exploding 8s

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.

A plain d8 averages 4.5. With 8s rolling again, capped at your modifier, a hit averages 5.1 at level 1 and 20.6 at level 17 (plain 4d8: 18). Per cast against AC 15: 3.1, 7.2, 12.3, 18.5. It sits between Ray of Frost and Fire Bolt, and you pick the damage type, so Fire Resistance never stops it.

Weapon cantrips

True Strike makes one attack with your weapon using your spellcasting ability, and adds Radiant damage as you level:

Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Shillelagh changes the die of a Club or Quarterstaff instead:

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Both add your modifier to damage, which the spell cantrips don't. Same caster, same AC 15:

LevelTrue Strike, Longsword (1d8)ShillelaghFire Bolt
14.44.43.3
58.26.57.7
1113.09.013.2
1717.810.619.8

True Strike keeps pace with Fire Bolt but needs you in reach. Shillelagh falls behind after level 5, but it is a Bonus Action that lasts a minute, so the Druid's action stays free for the attack.

Class features that add to cantrips

Where this leaves you

The Book of Dice covers the d10 behind Fire Bolt and Eldritch Blast in Part I, The Object.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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