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Shillelagh: Difference between revisions
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{{ | {{Feature page | ||
| | | type = spell | ||
| | | uid = Shout_Shillelagh | ||
| level = cantrip | | level = cantrip | ||
| school = Transmutation | | school = Transmutation | ||
| summary = It imbues the caster's weapon with nature power. | | summary = It imbues the caster's weapon with nature power. | ||
| description = {{Prereq|Quarterstaff or Club Required.}} | | description = {{Prereq|Quarterstaff or Club Required.}} | ||
Line 17: | Line 9: | ||
Your [[Quarterstaves|staff]] or [[Clubs|club]] becomes magical: it deals {{DieIcon|d8|Physical}} {{DamageText|1d8 + [[Ability Score Modifier|Wisdom Modifier]]|Bludgeoning}} damage, and uses your [[Ability Score Modifier|Spellcasting Ability]] for {{Attack Roll}}s. | Your [[Quarterstaves|staff]] or [[Clubs|club]] becomes magical: it deals {{DieIcon|d8|Physical}} {{DamageText|1d8 + [[Ability Score Modifier|Wisdom Modifier]]|Bludgeoning}} damage, and uses your [[Ability Score Modifier|Spellcasting Ability]] for {{Attack Roll}}s. | ||
| cost = bonus | | cost = bonus | ||
| range = self | | range = self | ||
| condition = Shillelagh | | condition = Shillelagh | ||
| condition duration = 10 | | condition duration = 10 | ||
| | | classes = Druid | ||
| | | class learns at level 1 = Druid, Nature Domain:Domain Spell | ||
| | | granted by feats = Magic Initiate: Druid | ||
| | | notes = | ||
* Despite misleading tooltips, a Shillelagh'ed weapon replaces Strength by your current [[Spellcasting Modifier]] for both [[Attack Roll]]s and [[Damage Roll]]s, no matter if learned as a Druid, Nature Cleric or even via [[Magic Initiate: Druid]], i.e., taking the feat at 4th level as a Bard will cause it to use Charisma. | |||
* As it uses the current spellcasting ability, Shillelagh might result in unexpected colateral effects with multiclassing, like a Druid 11 / Wizard 1 will use Intelligence for attacks. | |||
* It has the equivalent effect as the [[Infernal Rapier]] and [[Sylvan Scimitar]], but into a [[Quarterstaves|staff]] or [[Clubs|club]] of your choice. | |||
* A simple [[Torch]] is one of the strongest weapons early game, as it can be enchanted with Shillelagh for {{DieIcon|d8|Physical}} {{DamageText|1d8 + [[Ability Score Modifier|Spellcasting Modifier]]|Bludgeoning}} + {{DamageText|1d4 |Fire}} damage. | |||
* [[Martial Arts: Dextrous Attacks]] will override Shillelagh, causing attacks to use the Dexterity modifier even when Wisdom is higher. | * [[Martial Arts: Dextrous Attacks]] will override Shillelagh, causing attacks to use the Dexterity modifier even when Wisdom is higher. | ||
* The enchanted weapon can be | * The enchanted weapon can be unequipped, but not thrown or otherwise removed from the inventory. | ||
* The [[Ironvine Shield]] provides a retaliatory damage effect when the wielder is hit with a melee attack while holding a weapon that has had this spell cast on it. | * The [[Ironvine Shield]] provides a retaliatory damage effect when the wielder is hit with a melee attack while holding a weapon that has had this spell cast on it. | ||
* Shillelagh has two incantations: '''Canto Te''', Latin for "I enchant you", and '''Para Bellum''', Latin for "prepare for war". | * The [[Ironwood Club]] deals an additional {{DamageText|1d4 |Bludgeoning}} damage through {{Cond|Ironwood Harmony}} if Shillelagh is cast on it. | ||
* Shillelagh has the same two incantations as {{sai|Flame Blade}}: '''Canto Te''', Latin for "I enchant you", and '''Para Bellum''', Latin for "prepare for war". | |||
}} | }} | ||
== External Links == | == External Links == | ||
* {{FRWiki|Shillelagh|long}} | * {{FRWiki|Shillelagh|long}} |
Latest revision as of 05:05, 5 February 2025
Shillelagh is a cantrip (Transmutation). It imbues the caster's weapon with nature power.
1d8 + Wisdom Modifier
Bludgeoning damage, and uses your Spellcasting Ability for
Attack rolls.
Description
Quarterstaff or Club Required.
![D8 Physical.png](/w/images/thumb/8/8a/D8_Physical.png/26px-D8_Physical.png)
![Damage Types](/w/images/thumb/7/7d/Bludgeoning_Damage_Icon.png/25px-Bludgeoning_Damage_Icon.png)
![](/w/images/thumb/b/ba/Attack_Roll_Icon.png/25px-Attack_Roll_Icon.png)
Properties
- Cost
Bonus action
- Details
Range: Self
UID
Shout_Shillelagh
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: Shillelagh
Duration: 10 turns
Creature's weapon is magical and deals 1d8
Bludgeoning damage.
Attack rolls use the wielder's Spellcasting Ability Modifier.
How to learn
Classes:
- Class level 1: Druid, and Nature Domain (Domain Spell)
Notes
- Despite misleading tooltips, a Shillelagh'ed weapon replaces Strength by your current Spellcasting Modifier for both Attack Rolls and Damage Rolls, no matter if learned as a Druid, Nature Cleric or even via Magic Initiate: Druid, i.e., taking the feat at 4th level as a Bard will cause it to use Charisma.
- As it uses the current spellcasting ability, Shillelagh might result in unexpected colateral effects with multiclassing, like a Druid 11 / Wizard 1 will use Intelligence for attacks.
- It has the equivalent effect as the Infernal Rapier and Sylvan Scimitar, but into a staff or club of your choice.
- A simple Torch is one of the strongest weapons early game, as it can be enchanted with Shillelagh for
1d8 + Spellcasting Modifier
Bludgeoning + 1d4
Fire damage.
- Martial Arts: Dextrous Attacks will override Shillelagh, causing attacks to use the Dexterity modifier even when Wisdom is higher.
- The enchanted weapon can be unequipped, but not thrown or otherwise removed from the inventory.
- The Ironvine Shield provides a retaliatory damage effect when the wielder is hit with a melee attack while holding a weapon that has had this spell cast on it.
- The Ironwood Club deals an additional 1d4
Bludgeoning damage through if Shillelagh is cast on it.
- Shillelagh has the same two incantations as : Canto Te, Latin for "I enchant you", and Para Bellum, Latin for "prepare for war".
External Links[edit | edit source]
Shillelagh on the Forgotten Realms Wiki