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Magic Initiate 5E Feat [Add More Spells To Your Arsenal In DnD]

Magic Initiate 5E Feat
  Written By: Ashish Arya
Updated On: 10/27/2023
Est. Reading: 8 minutes

If you’ve ever dreamt of casting intimidating spells, weaving a web of illusion, or channeling the arcane forces of D&D’s multiverse, then Magic Initiate 5E might be the path for you.

This feat gives your character the distinct flavor and power that comes directly from D&D magic itself.

Magic Initiate is your gateway to unleashing fascinating possibilities in Dungeons & Dragons 5th Edition (5E). It opens up an entirely fresh course to explore new spells and abilities, ones you might not have access to based on your current class.

So, if you’re an ardent D&D player looking for ways to shake up your spellcasting skills or seeking that impressive spell-crafting edge in your campaign – let’s walk through everything you need to know about the incredible Magic Initiate 5E.

What is Magic Initiate 5E?

Magic Initiate 5E, in D&D terms, is a powerful feat your character can choose to take on.

What is Magic Initiate 5E?

It broadens your horizons as a player by unlocking access to the exclusive domain of magic-casting: spells.

Regardless of what character class you’ve chosen, you can select two cantrips (basic magical tricks) and one 1st-level spell from any spellcasting class’s list with this feature.

The 1st-level spell can only be cast once per long rest without expending a spell slot. It’s like a magical wild card, expanding your gameplay opportunities and adding some serious spice to your D&D adventure.

What are the benefits of Magic Initiate 5E?

When it comes to expanding your gameplay in D&D 5E, feats are one of the exceptional ways to customize your character and heighten the fun. Magic Initiate 5E ranks high among these features.

What Are The Benefits Of Magic Initiate 5E

Not only does it allow you access to the world of spell-casting, but it also provides a slew of benefits that can greatly improve your character’s versatility and strength. Let’s dig in!

Two cantrips selection

Having access to two additional cantrips from any class’s spell list is like unlocking a treasure chest of magical possibilities. Cantrips are spells that can be cast at will without consuming a spell slot or requiring a rest period.

With Magic Initiate feat, you can analyze each class’s cantrip list and choose those that complement your character’s skills best – maybe you’re looking for a utility trick to use out of combat or an offensive option to add variety in battle.

These cantrips become part and parcel of your character forever, broadening your magic arsenal.

One 1st-level spell choice

In addition to the two cantrips, Magic Initiate enables you to learn one 1st-level spell from the same class’s list you chose your cantrips from.

This means you get yet another chance to customize and diversify your character’s capabilities depending upon that particular level-one spell you pick.

Maybe it’s an impressive attack spell you fall back on when battles get tough, or perhaps it’s a defensive or utility spell creating strategic advantages for yourself or your party.

1st-level spell-casting limit

Though powerful, there is a limitation tied to the first-level spell choice – it can only be cast once per day, after which a long rest is required before it is used again.

It makes you really think about when is the most strategically advantageous time for casting this chosen level-one spell. It encourages thoughtful gameplay, which, to be honest, amplifies the fun factor tenfold.

Also Read: Mobile 5E Feat 2024 [Enhance Your Speed And Agility In D&D]

The spellcasting modifier matches the chosen class

When it comes to applying the magic initiate spells, it’s essential to note that the spellcasting ability modifier reflects the class you selected your spells from.

This allows further customization as you can choose a class that aligns with your character’s highest ability score, ensuring high success rates on your spell attacks or beating enemy saving throws.

Versatile and valuable feat

Magic Initiate 5E isn’t just a simple feat; it’s one of the most versatile and valuable feats in D&D5e. It can offer melee classes some high-end utility spells or ranged attacks they wouldn’t ordinarily have.

It provides magic-oriented characters access to cantrips and first-level spells from other classes. This flexibility grants each player a myriad of choices fitting various imaginative scenarios and role-playing moments in D&D games. Its versatility makes Magic Initiate 5E an excellent choice for many characters.

Is Magic Initiate 5E a Good Feat?

Yes, without any doubt, Magic Initiate 5E is an excellent feat for your character.

Is Magic Initiate 5E a Good Feat?

This feature empowers you to expand beyond your class’s limitations and reach into the magical abilities of other classes. It’s like dipping your toes into another class’s magic pool without having to multi-class.

Whether you’re a Fighter shooting Firebolts or a Rogue quietly casting Charm Person, Magic Initiate creates exciting flavor for your character.

Gaining cantrips provides a reusable resource during combat and non-combat circumstances. It allows for fascinating role-play scenarios and provides additional tools in every adventurer’s arsenal.

Remember that the effectiveness of this feature heavily depends on strategic usage aligned with your character’s strengths and the campaign’s context. Choose wisely.

Read More: Sentinel 5E Feat Explained DnD 2024 [Your Handy Insight]

Getting the Most Out of Magic Initiate: Top 5E Classes

Choosing Magic Initiate 5E brings a wave of spellbinding encounters to your game. Depending on which feats and cantrips you pick, you can dive deeper into the magical domain, even as a non-spellcasting character.

Here’s a rundown of some top 5E classes where the Magic Initiate feat will aid tremendously and add layers to your personality.


Allowing artificers access to other classes’ spells with Magic Initiate makes them even more flexible. They can reach for any utility spell that complements their Infusions or for additional offensive spells to make them more lethal in combat.

Artificers might consider selecting Guidance, Resistance, or Shocking Grasp from the Cleric or Wizard’s list for extra versatility—be it evading enemies or providing bonus rolls during ability checks.


Contrary to popular belief that Barbarians aren’t suited for magic due to their rage feature limiting spellcasting, chance exists in exceptions like True Strike from Wizard’s or Warlock’s list—an infusion of cantrips that boasts effectiveness when engaged in combat.

To further explore this synergy, Defensive magic like Shield of Faith from Cleric’s list can help boost up AC while raging without worrying about concentration.

Also Read: Barbarian 5E Class Guide DnD [Tactics, Strategies, And Tips]


Is it possible for Bard, the jack-of-all-trades, to be more versatile? Yes. With Magic Initiate, Bards gain additional mileage with spells not traditionally available in their repertoire.

A Bard might opt for Druidic Produce Flame or Thaumaturgy cantrips for theatrical flair during performances or select Cure Wounds as their 1st level choice for those moments when the healing word isn’t quite enough.


Clerics, too, have an exciting path with Magic Initiate—ranging from different domains having specific spell preferences to becoming more self-reliant in combat.

Clerics may be interested in picking up Mage Hand or Prestidigitation from the Wizard’s list for some ingenious solutions to encounters. At the same time, the 1st level spell could be an offensive choice like a magic missile or witch bolt.


For Druids, Magic Initiate gifts a plethora of options. You can choose a more combat-oriented approach by selecting Eldritch Blast from Warlock’s list or take the Wizard’s Find Familiar to gain an animal companion with versatile uses in exploration and encounters.

With a nod towards their intrinsic association with nature, they can opt for spells like Speak with Animals, opening up communication avenues with beasts.

Choosing spells as a Magic Initiate is only half the challenge. The real magic lies in how you weave them into your role-playing persona and tale, making every session of D&D an experience filled with unlimited potential and excitement.


While Fighters might prefer a direct approach, Magic Initiate broadens its functionality in both combat and utility. Elusiveness and versatility can be an enticing prospect with spells like Disguise Self from Bard’s list or Minor Illusion for tactical distractions when charging headlong isn’t the answer.

Beard, the classic first-level choice, is another excellent pick for boosting their combative prowess, giving them an edge with every initiative roll.


Even though monks aren’t traditional spellcasters in 5E, Magic Initiate can provide them vital utility outside of combat. Silent Image from Wizard’s list may aid in diversionary tactics during stealth infiltration.

While Thaumaturgy or Prestidigitation helps create distractions or minor illusions to gain the upper hand. Bless can enhance their attack rolls or saving throws – important aspects for a Monk’s effectiveness in combat.


With Magic Initiate, Paladins can widen their limited spell repertoire without pushing against their necessary spells’ known limit. Spells like Guiding Bolt or Sacred Flame from Cleric’s list extend a Paladin’s ranged capabilities, making them less restricted to close quarters.

Besides, Hex from Warlock’s list makes an intriguing choice as it complements their Smite abilities and aids in concentrating on a single enemy.

Also Read: Paladin 5E Class Guide DnD [Abilities, Roles, & Strategies]


Rangers already have a natural inclination towards magics of Druidic origins; hence, spreading into the domain of magic initiation feels like a logical extension for them.

Widening their repertoire with Elemental-based Cantrips like Shocking Grasp or Firebolt from Wizard’s list allows them to be capable against different creature resistances. Healing Word could serve as an emergency healing measure, especially during those critical wilderness expeditions.


For the shifty Rogue, a splash of magic only enhances their witty maneuvers. Are those tight spots a bit challenging? Maybe casting Mage Hand from Wizard’s list can solve tricky problems from a distance.

Need to get close without alerting your enemies? Go for Druid’s Pass Without Trace to boost your stealth capabilities. For the 1st level spell, look no further than Disguise Self to aid in deceptive actions.

Also Read: Rogue 5E Guide D&D 2024 [Uncover Strategies, Tips, & Tricks]


While Sorcerers are innate magic-users, certain spells may be just out of reach due to their charmed sources. With the Magic Initiate feat, access coveted functionality like Healing Word from Cleric’s list or Druid Craft cantrips to manipulate minor aspects of nature. For the 1st level spell, Feather Fall might be fun for mystifying landings during high-level encounters.


Dabbling in otherworldly pacts, Warlocks might appreciate some Cleric or Bard spells like Guidance or Vicious Mockery from Magic Initiate for versatility-enhancing buffer cantrips.

Perhaps a cheeky 1st level choice might be Find Familiar – complementing their Pact of the Chain if taken or adding an unseen servant who’s always loyal.

Also Read: Warlock 5E Class Guide DnD [Abilities, Playing Styles, & Tactics]


The quintessential magicians of D&D are not left out either, with Magic Initiate feat bringing more color and diversity to their magical repertoire.

Gaining access to Ranger, specifically Hunter’s Mark, could offer higher damage output on chosen prey. At the same time, cantrips like Bard’s Vicious Mockery could provide crowd control with psychic damage and disadvantage.

Explore More: Feats 5E Guide [How To Choose And Leverage Feats Effectively]

FAQs about Magic Initiate 5E

What does it mean to be a Magic Initiate in D&D 5E?

Being a Magic Initiate means your character can learn two cantrips and one 1st-level spell from any class’s spell list, offering increased character versatility.

Can Magic Initiate 5E help me cast more spells daily?

Yes. With Magic Initiate, you can cast your chosen first-level spell once per long rest without using a spell slot.

Can you take the Magic Initiate feat multiple times in D&D 5E?

No, according to official rules, a player cannot take the Magic Initiate feat more than once.

Does the Magic Initiate feat allow higher-level casting?

No – the level of the spell you select through this feat is locked at level one.

Do I use my primary class’s ability for spellcasting with Magic Initiate 5E?

No, the spellcasting ability depends on the class from which you choose your spells as a Magic Initiate.


  • Ashish Arya

    I'm a tech enthusiast and lifelong gamer, hailing from the beautiful city of Chandigarh. My passions range from immersing myself in worlds like GTA V, COD, SIMS, Roblox and Minecraft to exploring the latest innovations in laptops and technology. Armed with a Bachelors Degree in Computer Application, I love sharing my insights through writing and engaging with fellow enthusiasts. Join me on my journey through the ever-evolving realms of gaming and tech!