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Shillelagh
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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 tooltips, Shillelagh always uses your current Spellcasting Ability for both Attack roll and bonus damage, no matter if learned as a Druid, Nature Cleric or even via Magic Initiate: Druid, i.e., taking the feat at 4th level in Bard will cause it to use Charisma. This might result in unexpected colateral effects, like a Druid 11 multiclassing with Wizard to learn utility spells will now use Intelligence for Shillelagh.
- Martial Arts: Dextrous Attacks will override Shillelagh, causing attacks to use the Dexterity modifier even when Wisdom is higher.
- The enchanted weapon can be unequiped 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