Magic Initiate 5e (Updated for the 2024 Rules)
Magic Initiate is an excellent way to stretch the versatility of any build. Whether you need healing, utility, or damage spells, Magic Initiate can help.

Manuel Castañón - Wizards of the Coast - Lorehold Apprentice
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What Is the Magic Initiate Feat in 5e?
Have you ever wanted to dip into a class’s spellcasting without fully committing? The Magic Initiate Origin feat lets you dabble in a class’s magic, granting you access to a couple of cantrips and a level 1 spell. Whether you want a splash of divine power, nature magic, or arcane awesomery, this feat gives you just that.
Magic Initiate is a fantastic way to round out a martial character with some magical versatility or give spellcasters an extra bit of utility without multiclassing.
Changes in the 2024 Player’s Handbook
The Magic Initiate feat in the 2024 Player’s Handbook is now more flexible and adaptable, but at the cost of less choice. Instead of choosing from just about any class’s spell lists, you can only select from the Clerics, Druids, or Wizards.
But, now you get to pick from Intelligence, Wisdom, or Charisma as your spellcasting ability, allowing you to align it with your character’s strengths no matter which list you choose. In addition, you can cast the spell using any spell slots you have.
The feat can also now be taken multiple times, each time selecting a different spell list, and you can swap one of your chosen spells whenever you level up.
How Does Magic Initiate Work?
When you pick up the Magic Initiate Origin feat, you gain the following benefits:
- Two Cantrips: You learn two cantrips from the Cleric, Druid, or Wizard spell list. When you select this feat, you also choose Intelligence, Wisdom, or Charisma as your spellcasting ability.
- Level 1 Spell: Choose a level 1 spell from the same spell list as your cantrips. You always have this spell prepared, and you can cast it once for free per Long Rest. If you have spell slots, you can use them to cast the spell again.
- Spell Change: Whenever you gain a new level, you can replace one of the spells from this feat with another spell of the same level from your chosen spell list.
- Repeatable: You can take this feat multiple times, but each time you do, you must select a different spell list.
This feat is now even more incredibly versatile, and there is a reasonable case that can be made for most builds to think about picking it up. Getting two cantrips that you can cast an unlimited number of times is really good, and a free cast of a level 1 spell isn’t bad either. The cantrips allow for more utility for all characters and alleviate some of the stress from your other casters.
How to Get the Magic Initiate Feat
You can pick up a version of the Magic Initiate feat when you choose the following backgrounds:
- Acolyte: Magic Initiate (Cleric)
- Guide: Magic Initiate (Druid)
- Scribe: Magic Initiate (Wizard)
Or, you can choose which version to take any other time you’re allowed to choose a feat (like at character level 4).
Is Magic Initiate Good?
In our 5e Feats Tier List, Magic Initiate was given an A Tier rating, making it an excellent pickup for specific classes.
If you’re looking to mix some magic into your build, Magic Initiate opens up a world of possibilities. This feat is a great choice for just about any class (except Barbarians, who can’t cast spells while using Rage). It shines especially bright on classes with their own spell slots, so they aren’t limited to casting their shiny new level 1 spell once per Long Rest.
Some of the most popular combinations for spellcasting classes are:
Cleric:
- Cantrips: Guidance, Sacred Flame, Starry Wisp
- Level 1: Bless, Cure Wounds, Guiding Bolt, Healing Word, Protection from Evil and Good, Shield of Faith
Druid:
- Cantrips: Guidance, Sacred Flame, Starry Wisp
- Level 1: Absorb Elements, Cure Wounds, Entangle, Faerie Fire, Healing Word
Wizard:
- Cantrips: Chill Touch, Firebolt, Mage Hand, Minor Illusion
- Level 1: Absorb Elements, Chromatic Orb, Find Familiar, Shield
Martials who want to mix in some spellcasting might also want to choose:
- Cantrip: Booming Blade, Green Flame Blade
- Level 1: Find Familiar, Shield
Which 5e Classes Make the Most of Magic Initiate?
The color code below has been implemented to help you identify, at a glance, how good the Magic Initiate 5e feat is for a specific class/subclass.
- Red: Weak, unlikely to contribute to your build
- Orange: Situationally good, but below average
- Green: A solid choice
- Blue: A great option worth considering
- Sky Blue: One of the best choices for optimization
Artificer: This feat is stellar and opens up a ton of utility. Artificers that pick up Wizard spells will find the most use out of this. Whether it’s Absorb Elements or Minor Illusion, it's an incredible feat to pick up for an Artificer.
Barbarian: Barbarians are probably the only class where this feat has a negligible impact, mainly because most Barbarians want to be raging and smashing every turn (you can’t cast spells while in a Rage).
Bard: Magic Initiate a solid pick, no matter what you choose. There are a ton of great Wizard spells to add to a Bard’s setlist. Bards don’t get a lot of damage spells so taking something like Firebolt would also be a great choice here.
Cleric: This feat is a good choice if you pick Wizard as the class that you can draw spells from. The tried and tested Find Familiar as your level 1 spell lets you deliver touch spells and give Help actions to players. Minor Illusion and Mage Hand for the cantrips nicely fill out your other needs.
Druid: This feat is a good choice if you pick Wizard as the class from which you draw spells. The tried and tested Find Familiar as your level 1 spell lets you deliver touch spells and give Help actions to players. The version of Find Familiar you can get through Magic Initiate is much better than the one you get through Wild Companion because it sticks around indefinitely and doesn't take a precious Wild Shape. Firebolt or Chill Touch for the cantrips nicely fill out your damage. If you are going to be a ranged caster Druid, this is certainly a worthwhile pickup once you max your Wisdom to make sure you can still do reasonable damage even if you start to run out of spell slots.
Fighter: Utility spells for free? Yes, please! Any Fighter will be happy with this feat. Eldritch Knights will almost always want to pick this up and pick the Wizard spell list, as they can cast the level 1 spell as if they already knew it since they use Wizard spell slots.
Monk: In a similar vein to Barbarians, Monks don’t benefit as much from this feat, but that doesn’t make it useless. The most significant benefit is picking up Find Familiar to help get Advantage on your attacks or Shillelagh for those focusing on Wisdom but also wanting to use weapons.
Paladin: Magic Initiate is a stellar choice for Paladins, as it opens up for more utility and some impactful spells. Wizard offers the most here, as it can give you Booming Blade for damage and one of many utility spells afterward.
Ranger: Most Rangers will appreciate the utility offered here, as Rangers don’t get a lot of offensive spellcasting or access to cantrips unless they choose the Druidic Warrior Fighting Style. This can let you choose Druid to grab the Shillelagh cantrip for a Wisdom-based Ranger or you can choose Wizard and grab Find Familiar.
Rogue: Utility reigns supreme with Rogues, and there are a plethora of great spells that fit into any type of playstyle. Like Eldritch Knights, Arcane Tricksters will probably want to stick to the Wizard spell list for Find Familiar and other versatile spells.
Sorcerer: Sorcerers don't get access to quite as many spells as the rest of the full caster classes, so this is a great opportunity to grab some spells that mesh with your Metamagic choices (or just grab Find Familiar).
Warlock: Warlocks don't get access to as many spells as the rest of the full caster classes and they have way less spell slots, so this is a great opportunity to mitigate both of those disadvantages.
Wizard: All around a good option if you want to maximize spells known. Most of the cantrips are stellar, and the free utility is fantastic. Even doubling down on Wizard allows you to learn a free new spell that you can cast as a normal spell with spell slots for better scaling.
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