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[[Spell]] > [[Spell#List Of Spells|List Of Spells]] > [[Spell#Cantrips|Cantrips]] > [[Shillelagh]]
{{Feature page
----
| type = spell
| uid = Shout_Shillelagh
| level = cantrip
| school = Transmutation
| summary = It imbues the caster's weapon with nature power.
| description = {{Prereq|Quarterstaff or Club Required.}}


'''Shillelagh''' is a Transmutation '''[[Spell#Cantrips|Cantrip]]'''. This spell allows spellcasters to imbue their weapons with nature power and deal Bludgeoning damage to enemies. They can use their spellcasting ability modifier for attack and damage rolls.
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
| range = self
| condition = Shillelagh
| 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.
* 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 {{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".
}}


[[File:Shillelagh Icon 2.png|upright=0.8|thumb|right|{{AbilityInfobox
== External Links ==
| title = <div style="font-size:105%; font-family:Georgia;">''"Imbue your staff or club with nature's power. It becomes magical, deals <span style="color:#999999">1d8 +</span> Spellcasting Ability Modifier <span style="color:#999999">Bludgeoning damage</span> and cannot regain [[Hit Points]]. Undead creatures also get [[Disadvantage]] on [[Attack Rolls]], and you use your [[Spell#Spellcasting Ability|Spellcasting Ability]] for [[Attack Rolls]]."''</div>
* {{FRWiki|Shillelagh|long}}
----
<div style="text-align:center;">[[File:Actions Icons.png|frameless|25px]] '''Action'''</div>
----
| Damage = <span style="color:#999999">1d8</span>
| Damage Types = [[Damage Types|<span style="color:#999999">Bludgeoning</span>]]
| Range = Self
| School = Transmutation
| Concentration = None
| Condition = [[Condition#Shillelagh|Shillelagh]]
| Duration = 10 turns
| Class = [[Druid]]
}}]]
 
== Description ==
Imbue your staff or club with nature's power. It becomes magical, deals <code><span style="color:#999999">1d8 +</span> Spellcasting Ability <span style="color:#999999">Bludgeoning damage</span></code>, and you use your [[Spell#Spellcasting Ability|Spellcasting Ability]] for [[Attack Rolls]].
 
== Properties ==
{{C|[[File:Actions Icons.png|frameless|25px]] Action}}
 
''Available to level 1 [[Sorcerer]], [[Warlock]] and [[Wizard]].
* Damage: <code>[[File:1d8 Physical.png|frameless|60px]] <span style="color:#999999">1d8 +</span> [[Spell#Spellcasting Ability|Spellcasting Ability Modifier]] [[File: Bludgeoning Damage Icon 3.png|frameless|40px]] [[Damage Types|<span style="color:#999999">Bludgeoning</span>]]</code>
* Range: {{C|[[File:Range Icon 2.png|frameless|upright=0.1]] Self}}
 
{| role="presentation" class="wikitable"
| <strong>[[File:Shillelagh Condition Icon 3.png|frameless|upright=0.12]] Shillelagh</strong>
|-
| {{C|[[File:Duration 50px.png|frameless|upright=0.1]] Duration: 10 turns}}
* Creature's weapon is magical and deals <code><span style="color:#999999">1d8 +</span> Spellcasting Ability <span style="color:#999999">Bludgeoning damage</span></code>.
* [[Attack Rolls]] use the wielder's [[Spell#Spellcasting Ability|Spellcasting Ability Modifier]].
|}

Latest revision as of 05:05, 5 February 2025

Shillelagh.webp
Shillelagh is a cantrip (Transmutation). It imbues the caster's weapon with nature power.

Description

Quarterstaff or Club Required.

Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.

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

Shillelagh Shillelagh

Duration: 10 turns

Creature's weapon is magical and deals D8 Physical.png 1d8Damage TypesBludgeoning damage. Attack rolls use the wielder's Spellcasting Ability Modifier.

How to learn

Classes: Granted by features:

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 D8 Physical.png 1d8 + Spellcasting ModifierDamage TypesBludgeoning + 1d4 Damage TypesFire 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 Damage TypesBludgeoning damage through Ironwood Harmony Ironwood Harmony if Shillelagh is cast on it.
  • Shillelagh has the same two incantations as Flame Blade Flame Blade: Canto Te, Latin for "I enchant you", and Para Bellum, Latin for "prepare for war".

External Links[edit | edit source]