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    Quick Answer

    Prestidigitation is a transmutation cantrip for Bards, Sorcerers, Warlocks, and Wizards. As an action, you create one of six minor effects within 10 feet. You can make a harmless sensory effect, light or snuff a small flame, or clean or soil a small object. You can also chill, warm, or flavor material for an hour, leave a mark for an hour, or make a tiny trinket or illusion. It cannot deal damage, and you can keep up to three of its lasting effects at once.

    Overview

    Prestidigitation is a cantrip of small magical tricks. The spell itself calls it the kind of magic novice spellcasters use for practice. It has no combat use on its own. What it does well is solve small problems for free: clean muddy boots, warm cold rations, light a campfire, leave a mark on a door, or put on a little show.

    Every effect is tightly limited. The range is 10 feet. Cleaning, soiling, chilling, warming, and flavoring work on at most 1 cubic foot. Marks and temperature changes last 1 hour. Trinkets and illusions last only until the end of your next turn. Within those limits, how you use it is creative play, and many uses depend on how your DM rules them.

    Stat Block

    PropertyValue
    Level0
    SchoolTransmutation
    Casting Time1 action
    Range10 feet
    ComponentsV, S
    MaterialNone
    DurationUp to 1 hour
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesBard, Sorcerer, Warlock, Wizard

    When NOT to Use This

    • •In combat, when a damage cantrip or a real action would do more. Prestidigitation causes no damage and imposes no conditions.
    • •When you need to stay hidden. It has verbal and somatic components, so casting it is noticeable.
    • •When a lasting effect matters. Trinkets and illusions vanish at the end of your next turn.
    • •When the target is larger than the limits allow, such as cleaning an entire wagon in one casting.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyFree. It is a cantrip, so you can cast it as often as you have actions.
    Action EconomyEach casting takes 1 action, about 6 seconds.
    Opportunity CostOne cantrip pick. That matters most for classes that know few cantrips.

    When worth the pick: Characters who spend time in towns, travel, social scenes, or roleplay-heavy games.

    When NOT worth the pick: A combat-focused character who already struggles to fill cantrip slots with damage and control.

    Pro Tips

    Tip #1: Use Magic Mark to leave trail signs.

    Why it works: A color, small mark, or symbol on a surface lasts 1 hour. That is long enough to mark a route through a dungeon and have the marks fade on their own.

    This avoids the mistake of: Leaving permanent chalk marks enemies can follow later.

    Tip #2: Light or snuff flames without touching them.

    Why it works: You can instantly light or put out a candle, torch, or small campfire within 10 feet. That can kill a light source in a dark room or light a signal fire.

    This avoids the mistake of: Spending a turn fumbling with tinder or reaching into a fire.

    Tip #3: Use the sensory effect for distractions.

    Why it works: A puff of wind, faint music, or an odd smell can draw attention. How guards react is a DM decision, often with a Deception or Performance check.

    This avoids the mistake of: Expecting the spell to force a reaction. It creates the effect; the DM decides what creatures do about it.

    Tip #4: Keep track of your three lasting effects.

    Why it works: Only non-instantaneous effects count toward the limit of three. Lighting a candle or cleaning a cup is instantaneous and does not use one of the three.

    This avoids the mistake of: Thinking you cannot cast it again because you already used it three times.

    Common Mistakes to Avoid

    Using it to deal damage.

    Why it's bad: Every option is harmless. You can light a small campfire, but not set a creature on fire, and the sensory effects cannot hurt anyone.

    Do this instead: Use a damage cantrip in combat and save Prestidigitation for utility.

    Creating "valuable" trinkets.

    Why it's bad: A trinket lasts only until the end of your next turn. In the 2024 rules it explicitly has no monetary worth and cannot deal damage.

    Do this instead: Use trinkets for quick props, such as a fake key to wave around for a moment.

    Forgetting the 10-foot range.

    Why it's bad: Prestidigitation reaches only 10 feet. Snuffing a torch across a large room is out of range.

    Do this instead: Move closer first, or use a spell with longer range. Druidcraft, for comparison, reaches 30 feet.

    Treating the 1 cubic foot limit as "any one object."

    Why it's bad: Cleaning, soiling, chilling, warming, and flavoring cover at most 1 cubic foot of material. A cubic foot is a cube 12 inches on each side.

    Do this instead: Cast it several times for larger jobs, and accept that the DM decides whether things like a whole person or a worn outfit count.

    Usage Tips

    • •Worked example: 1 cubic foot holds about 7.5 US gallons of liquid. One casting can chill or warm a full cooking pot or a small cask, but not a bathtub of water.
    • •Each casting takes an action, so in one minute (10 rounds) you could cast it 10 times. Cleaning a whole set of gear 1 cubic foot at a time is practical in a short rest.
    • •Three lasting effects at once: you might warm a pot of stew, flavor your rations, and mark a door. All three last 1 hour. A fourth lasting effect needs one of those to end first; in 2014 rules, you can dismiss one as an action.
    • •Illusory images fit in your hand and last until the end of your next turn. That is about one round, long enough for a quick visual trick.

    Rules Notes

    • •You create one effect per casting, within 10 feet.
    • •Instantaneous effects: the sensory effect, lighting or snuffing a flame, and cleaning or soiling an object.
    • •1-hour effects: chilling, warming, or flavoring up to 1 cubic foot of nonliving material, and a color, mark, or symbol on an object or surface.
    • •The trinket or illusory image fits in your hand and lasts until the end of your next turn.
    • •You can have up to three non-instantaneous effects active at a time. The 2014 version lets you dismiss one as an action.
    • •Chilling, warming, and flavoring only affect nonliving material. You cannot use them on a creature.

    Synergies

    • •Disguise Self: small details like clean clothes and a pleasant smell support a disguise. See the Disguise Self guide.
    • •Performance and Deception checks: sparks, music, and odors add flavor to a performance or a bluff. The DM decides whether they give any mechanical benefit.
    • •Dancing Lights: together they make a small light show. See the Dancing Lights guide.
    • •Mending: clean and repair the same piece of gear. See the Mending guide.

    Anti-Patterns

    • •Taking Prestidigitation over your only damage cantrip on a character with few cantrips.
    • •Using it to "prove" something is magical when a trinket vanishes a few seconds later.
    • •Relying on it for important plans without asking how your DM rules borderline uses.

    Tactical Modules

    • •Camp Comfort. When to use: Long travel. Synergy: Warm food, clean gear, and light the campfire without tools.
    • •Trail Marking. When to use: Dungeon crawls and mazes. Synergy: Marks last 1 hour and then fade.
    • •Stage Magic. When to use: Social scenes and performances. Synergy: Sensory effects and hand-sized illusions add showmanship.

    Countermeasures

    • •Threat: Darkness is needed to hide — Response: Snuff nearby torches and candles within 10 feet. Fallback: Cast Darkness instead if you have it.
    • •Threat: A guard notices you casting — Response: Remember it has verbal and somatic components, so casting is visible and audible. Fallback: Have an ally cause the distraction instead.

    The Six Effects at a Glance

    Effect (2024 name)What it doesDuration
    Sensory EffectA harmless sensory effect, such as sparks, a puff of wind, faint music, or an odd odorInstantaneous
    Fire PlayLight or snuff a candle, torch, or small campfireInstantaneous
    Clean or SoilClean or soil an object no larger than 1 cubic footInstantaneous
    Minor SensationChill, warm, or flavor up to 1 cubic foot of nonliving material1 hour
    Magic MarkA color, small mark, or symbol on an object or surface1 hour
    Minor CreationA nonmagical trinket or illusory image that fits in your handUntil the end of your next turn

    Prestidigitation in the 2024 Rules

    The 2024 version keeps the same six effects, range, duration, and three-effect limit, and gives each effect a name. Two details change. The trinket from Minor Creation is now stated to deal no damage and have no monetary worth. The 2024 text also drops the 2014 line that lets you dismiss a lasting effect as an action. The class list stays the same: Bards, Sorcerers, Warlocks, and Wizards.

    Frequently Asked Questions

    What can Prestidigitation do in 5e?

    It creates one of six minor effects within 10 feet: a harmless sensory effect, lighting or snuffing a small flame, cleaning or soiling a small object, chilling, warming, or flavoring nonliving material, a temporary mark, or a hand-sized trinket or illusion. It cannot deal damage.

    Can Prestidigitation deal damage in 5e?

    No. Every effect is harmless. You can light a candle, torch, or small campfire, but the spell does not set creatures on fire. The 2024 version adds that its trinkets can deal no damage.

    How long does Prestidigitation last?

    Chilling, warming, flavoring, and marks last 1 hour. Trinkets and illusions last until the end of your next turn. The other effects are instantaneous.

    Can Prestidigitation clean a person in 5e?

    The spell cleans an object no larger than 1 cubic foot, and a creature is not an object. Many tables let it clean worn clothing or gear a piece at a time, but that is a DM call.

    How many Prestidigitation effects can you have at once?

    Up to three non-instantaneous effects at a time. Instantaneous effects, such as lighting a candle or cleaning a cup, do not count toward that limit.

    Can you use Prestidigitation to make money?

    No. Trinkets vanish at the end of your next turn, and the 2024 rules say they have no monetary worth. Any income from performing with it would come from the DM, not the spell.

    What is the range of Prestidigitation in 5e?

    10 feet. Every effect must be created within that range.

    Prestidigitation vs Thaumaturgy in 5e: what is the difference?

    Prestidigitation is a 10-foot utility cantrip for Bards, Sorcerers, Warlocks, and Wizards. Thaumaturgy is a 30-foot cleric cantrip whose effects are signs of divine power, like a booming voice, harmless tremors, or a door that flies open. Prestidigitation is better for practical chores, and Thaumaturgy is better for intimidating displays.


    Citations: api:spells/prestidigitation; SRD 5.1; SRD 5.2.1

    Includes SRD content per CC BY 4.0. Sources: dnd5eapi.co, System Reference Document 5.1 and 5.2.1.

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