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Shillelagh
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Description
Quarterstaff or Club Required.
Your staff or club becomes magical: it dealsProperties
- Cost
- Bonus Action
- Details
- Range: Self
Technical details
UID
Shout_Shillelagh
Spell flags
Condition: Shillelagh
Shillelagh
Duration: 10 turns
Creature's weapon is magical and deals
1d8 damage. Attack rolls use the wielder's Spellcasting modifier.
How to learn
Classes:
- Class level 1: Druid, and Nature Domain (Domain Spell)
Other ways to learn:
Notes
- Despite misleading tooltips, a Shillelagh'ed weapon replaces Strength with the highest Spellcasting modifier for both Attack Rolls and Damage Rolls, no matter if learned as a Druid, Nature Cleric or even via Magic Initiate: Druid.
- As it uses the highest spellcasting ability, Shillelagh might result in unexpected colateral effects with multiclassing. For example: a Druid 11 / Wizard 1 will use the higher of Intelligence or Wisdom for attacks, not always Intelligence as previously believed.
- It has the equivalent effect as the Infernal Rapier and Sylvan Scimitar, but into a staff or club of the player's choice.
- A simple Torch is one of the strongest weapons early game, as it can be enchanted with Shillelagh for
1d8 + Spellcasting modifierBludgeoning + 1d4Fire damage. - Martial Arts: Dextrous Attacks overrides 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 this spell active on it.
- Ironwood Club deals an additional 1d4Bludgeoning damage through Ironwood Harmony if Shillelagh is cast on it.
- Shillelagh has the same two incantations as Flame Blade: 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