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Shillelagh: Difference between revisions
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| 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. | | 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. | * 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. | * 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. |
Revision as of 11:14, 20 December 2024
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 1d8 + Wisdom ModifierBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.
Properties
- Cost
- Bonus action
- Details
- Range: Self
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 1d8Bludgeoning damage. Attack rolls use the wielder's Spellcasting Ability Modifier.
How to learn
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 ModifierBludgeoning + 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 two incantations: Canto Te, Latin for "I enchant you", and Para Bellum, Latin for "prepare for war".
External Links
- Shillelagh on the Forgotten Realms Wiki