Each class’ best spell options for the magic initiate origin feat.
Magic initiate is an origin feat in D&D 2024, allowing characters to grab spells from other spell lists to supplement their standard class features.
Obviously this makes it handy for expanding your spellcasting capabilities. But it’s also a great way to weave some spellcasting into non-casting classes.
The challenge is knowing which spells to grab as there are a lot to choose from! Below I’ve given some advice on some great options for each class.
How does magic initiate work?

You choose a class’ spell list, which can be either the cleric, druid or wizard spell lists. All your spell choices with this feat must be from that spell list (though you can take the feat again to choose spells from another spell list).
You then choose 2 cantrips and a level 1 spell from that spell list. You can choose which ability is your spellcasting ability and you get a free use of your level 1 spell each time you make a long rest.
Considerations
With adding spellcasting into your class, you’ll need to consider how other aspects of the class interact (or fail to interact) with spellcasting.
- Spellcasting ability – Not all classes are likely to invest heavily in intelligence, wisdom or charisma. In those instances, they may not do well at spell attacks and their spell save DC will likely be low.
- Existing spell slots – If you’re playing a spellcasting class, you can repeat cast the level 1 spell and will likely have a decent enough spellcasting ability to make most spells of decent power.
- Ritual spells – Spells that can be cast as a ritual can circumvent this a bit. A prepared spell with the ritual tag can be cast over a longer time without needing a spell slot. Unfortunately, not many spells can be cast as rituals, and this will need to be done outside of combat.
- Conflicting features – Something like a barbarian’s rage directly prevent spellcasting. A druid’s wild shape can get in the way of this too.
- Superior class features – Some classes have features that will outperform what you can do with these spells. A rogue’s sneak attack won’t work with fire bolt or toll the dead so are unlikely to be worth picking up. Similarly, a fighter gets extra attacks which will outstrip the damage from cantrips.
Which spells are best for each class?

Below I’ve gone through each class and recommended some of the best spells that can be taken for that class with magic initiate. But remember that a lot depends on your build. If a certain spells hasn’t been included below, but will work with your build, then go for it!
I’ve excluded any spells already available through that class’ own spell list as they can already pick up those spells.
Barbarian
Barbarians are probably your worst option for magic initiate. Rage prevents spellcasting (and should be active for most combats). They also generally lack in all spellcasting abilities making their potential spell power quite low.
However, not all spells are for combat and not all spells require a decent ability score to function well. If you do want a spell wielding barbarian, I’d consider some out of combat utility spells like:
- Animal friendship (druid)
- Detect evil and good (cleric)
- Detect magic (cleric, druid, wizard)
- Find familiar (wizard)
- Goodberry (druid)
- Longstrider (druid, wizard)
- Speak with animals (druid)
Bard
Bards are natural spellcasters so can not only cast spells capably, but can also repeat cast spells through their spell slots.
They also gain a feature called magical secrets at level 10 that allows them to pick spells from other spellcaster’s spell lists. However, this doesn’t make magic initiate redundant. As it kicks in a fair bit later in your progression, and will likely be focused on higher levels spells. This means magic initiate remains worthwhile for a bard.
Bards tend to be a little light on damage dealing spells so I’d consider some of those. Shield could also be a good option for a martial bard as bards aren’t the hardiest of frontline warriors. Guidance could also be handy to go alongside all their skill proficiencies:
- Bless (cleric)
- Chromatic orb (wizard)
- Entangle (druid)
- Goodberry (druid)
- Guidance (cleric, druid)
- Guiding bolt (cleric)
- Mind sliver (wizard)
- Sanctuary (cleric)
- Shield (wizard)
- Shillelagh (druid)
- Speak with animals (druid)
Cleric
For cantrips and level 1 spells, clerics get a lot of buffs and healing, but not a huge amount of variety when it comes to damage dealing. You may find that having options from the Wizard’s spell list helps a bit here. Shield is also a nice option considering that clerics often like to get close to the danger and have enough spell slots to use this fairly often.
- Chromatic orb (wizard)
- Entangle (druid)
- Faerie fire (druid)
- Find familiar (wizard)
- Magic missile (wizard)
- Mind sliver (wizard)
- Shield (wizard)
- Shillelagh (druid)
- Thunderwave (druid, wizard)
- True strike (wizard)
Druid
Similar to the cleric, druids also have a lot of buffs, healing and utility spells, but also lack in the damage dealing department. Grabbing a few wizard spells can help out a bit in this regard.
I quite like the idea of using long lasting spells that don’t require concentration (plus a spell that does) and then wild shaping, allowing you to have multiple effects on the go at once. This could include things like sanctuary or mage armor. Mage armor is especially interesting as it can work in your wild shape form. So for example, a wolf with an AC of 12 would have an AC of 15 with mage armor. You could even layer on shield of faith for some extra durability. Just keep in mind that mage armor doesn’t help a moon druid who will get 13 + wisdom modifier for their AC in their wild shape form.
- Bane (cleric)
- Bless (cleric)
- Chromatic orb (wizard)
- Mage armor (wizard)
- Magic missile (wizard)
- Mind sliver (wizard)
- Sanctuary (cleric)
- Shield (wizard)
- Shield of faith (cleric)
- Toll the dead (cleric, wizard)
- True strike (wizard)
Fighter
In most cases, the most useful thing a fighter can do in combat is make an attack, especially as they gain levels and extra attacks kick in. This means that usually your best spells will be used outside of combat.
It is possible to build a fighter with a decent spellcasting ability (as is the case for an eldritch knight). Eldritch knights also have their own spellcasting they can weave into combat. Even for them attacks remain their usual best option, but they can weave cantrips into their attacks and have bonus actions and reactions available for their spells.
Unless you do manage a high intelligence, I’d lean more into spells that don’t require a spell attack or saving throw.
- Bless (cleric)
- Detect magic (cleric, druid, wizard)
- Find familiar (wizard)
- Healing word (cleric, druid)
- Jump (druid)
- Shield (wizard)
- Shield of faith (cleric)
- Shillelagh (druid)
Monk
While monks don’t have natural spellcasting of their own, they should normally have a strong wisdom score.
As with other martials, monks are often best when using their many attacks against their enemies rather than casting low level spells. This makes out of combat spells the most obvious option. However, at certain levels, (especially higher levels), cantrips might outperform your attack action, especially AoE cantrips like thunderclap and word of radiance. This would still allow you to use your bonus action for an unarmed strike or flurry of blows.
I quite like the idea of using shield or shield of faith to enhance your durability a bit. While shield handily only requires a reaction, it’s a once and done spell. I think this makes shield of faith the superior option despite requiring your overburdened bonus action.
As a bit of a stealth specialist, things like guidance and minor illusion can be handy cantrips to help your sneaking.
- Detect magic (cleric, druid, wizard)
- Entangle (druid)
- Faerie fire (druid)
- Find familiar (wizard)
- Guidance (cleric, druid)
- Minor illusion (wizard)
- Shield of faith (cleric)
- Thunderclap (druid, wizard)
- Word of radiance (cleric)
Paladin
Paladins are half casters with a strong charisma but a lack of cantrips. They can grab cantrips with the blessed warrior fighting style at the expense of a traditional fighting style, but this can be a big loss so magic initiate allows you the best of both worlds. It also opens up wizard and druid spells to them.
Paladins typically want to be using their attacks in combat, but tend to be weaker at ranged combat. Cantrips can help here along with ranged spells like chromatic orb, magic missile and guidance. As can some AoE options like thunderclap and word of radiance. As the natural tank of the party, paladins are often surrounded by enemies and some of these spells might deal more damage than their 1-2 attacks on a crowd of enemies.
- Chromatic orb (wizard)
- Guiding bolt (cleric)
- Jump (druid)
- Magic missile (wizard)
- Shield (wizard)
- Shillelagh (druid)
- Speak with animals (druid)
- Thunderclap (druid, wizard)
- Thunderwave (druid, wizard)
- Toll the dead (cleric, wizard)
- Word of radiance (cleric)
Ranger
Like paladins, rangers are half casters that also don’t get cantrips as standard. It’s rarely worth swapping weapon attacks for cantrip damage for a ranger. Attacks will do more damage, especially when you can land multiple attacks against a target marked with hunter’s mark. This means cantrips are less effective and even spells like magic missile with multiple darts, won’t activate hunter’s mark as it only activates when a roll to hit has been made.
Rangers are also strong scouts and a decent utility class. Access to utility spells like minor illusion and mage hand could be good options for a ranger.
- Find familiar (wizard)
- Guidance (cleric, druid)
- Healing word (cleric, druid)
- Mage hand (wizard)
- Minor illusion (wizard)
- Shield (wizard)
- Shillelagh (druid)
Rogue
While not natural spellcasters, the arcane trickster subclass lets you become a 1/3 spellcaster. Adding more spell options could be helpful here. Rogues also have the space to become decent at a spellcasting ability (normally intelligence or charisma) making this an option. It’ll rarely outperform their dexterity though.
The challenge with combat spells is your sneak attack is always going to be more powerful than cantrip damage. However, something like true strike enhances your attack while letting you make a sneak attack. Otherwise, you’ll want to take non-combat spells. Rogues are utility specialists so can make a lot of use out of things like illusions.
- Detect magic (cleric, druid, wizard)
- Find familiar (wizard)
- Goodberry (druid)
- Guidance (cleric, druid)
- Healing word (cleric, druid)
- Jump (druid)
- Mage hand (wizard)
- Minor illusion (wizard)
- True strike (wizard)
Sorcerer
Sorcerers cross over a fair bit with wizards with their spell lists. But additional spell options can help pad out a sorcerer’s utility options. On top of that, cleric and druid spells can fill some gaps in their repertoire, particular when it comes to healing.
- Bane (cleric)
- Bless (cleric)
- Entangle (druid)
- Faerie fire (druid)
- Find familiar (wizard)
- Goodberry (druid)
- Healing word (cleric, druid)
- Sanctuary (cleric)
- Speak with animals (druid)
- Toll the dead (cleric, wizard)
Warlock
Warlocks have less spell slots to expend than other full casters. A free casting of a spell can help to relieve some of that burden.
One thing to be aware of is that repeat castings of the spell will be used with the highest spell slot available (up to level 5). This means that spells that grow in power with level can be particularly potent with a warlock (but the free casting will be cast at level 1). So grabbing a spell like chromatic orb is particularly potent.
- Bless (cleric)
- Chromatic orb (wizard)
- Cure wounds (cleric)
- Entangle (druid)
- Faerie fire (druid)
- Healing word (cleric, druid)
- Magic missile (wizard)
- Shillelagh (druid)
- Thunderwave (druid, wizard)
Wizard
Wizards already have a wide repertoire of spells at their disposal. But as the caster for any situation, more spells options will help you fulfill this role further.
While wizards can fit many roles with their spells, healing isn’t typically in their repertoire, so a spell like healing word can help to give them some light healing.
- Bane (cleric)
- Bless (cleric)
- Entangle (druid)
- Faerie fire (druid)
- Goodberry (druid)
- Healing word (cleric, druid)
- Jump (druid)
- Protection from evil and good (cleric, druid)
- Sanctuary (cleric)
Do you have a any favourite spells you like to grab with magic initiate? Let me know about them in the comments below.
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