Magic Initiate
| Name | Magic Initiate |
|---|---|
| Prerequisite | None |
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
Benefits
- Two Cantrips: Learn two cantrips from the chosen class's spell list
- One 1st-Level Spell: Learn one 1st-level spell from that class's spell list. You can cast this spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
- Spellcasting Ability: Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Analysis
Magic Initiate grants access to useful utility or damage cantrips and one free casting of a 1st-level spell per day. Popular choices include Find Familiar (wizard), Cure Wounds (cleric/druid), Shield (wizard), or Hex (warlock). The cantrips provide at-will magical options that scale with character level.
Best For
- Martial Characters: Gain utility magic (Find Familiar, Shield)
- Partial Casters: Add cantrips from other traditions
- Any Character: Seeking specific utility spells
- Warlocks: Extra cantrips and once-per-day spell
Popular Combinations
- Wizard: Find Familiar, Shield, Minor Illusion/Prestidigitation
- Cleric: Cure Wounds, Guidance, Sacred Flame
- Warlock: Hex, Eldritch Blast, Mage Hand
- Druid: Goodberry, Shillelagh, Guidance