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Shillelagh: Difference between revisions
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Created page with "Spell > List Of Spells > Cantrips > Shillelagh ---- '''Shillelagh''' is a Transmutation '''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. File:Shillelagh Icon 2.png|upright=0.8|thumb|right|{{AbilityInfobox | title = <div style="font-size:105%; f..." |
Mentioned that Flame Blade uses the same incantations |
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{{SpellPage | |||
| name = Shillelagh | |||
| image = Shillelagh.webp | |||
| level = cantrip | |||
| school = Transmutation | |||
| ritual = | |||
| classes = Druid | |||
| class learns at level 1 = Druid, Nature Domain:Domain Spell | |||
| class learns at level 2 = | |||
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| race learns at level 1 = | |||
| race learns at level 2 = | |||
| granted by feats = Magic Initiate: Druid | |||
| summary = It imbues the caster's weapon with nature power. | |||
| description = {{Prereq|Quarterstaff or Club Required.}} | |||
' | 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. | ||
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| range = self | |||
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| condition = Shillelagh | |||
| condition duration = 10 | |||
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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. | |||
* 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". | |||
| video = | |||
}} | |||
== External Links == | |||
* {{FRWiki|Shillelagh|long}} | |||
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Latest revision as of 16:00, 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 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