Ad placeholder
Shillelagh: Difference between revisions
Jump to navigation
Jump to search
Mentioned that Flame Blade uses the same incantations |
|||
(49 intermediate revisions by 21 users not shown) | |||
Line 1: | Line 1: | ||
{{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 = | |||
| races = | |||
| 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. | ||
| cost = bonus | |||
| attack roll = | |||
| damage = | |||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| extra damage type = | |||
| extra damage save = | |||
| extra damage save effect = | |||
| extra damage per = | |||
| concentration = | |||
| range = self | |||
| range m = | |||
| range ft = | |||
| aoe = | |||
| aoe m = | |||
| aoe ft = | |||
| condition = Shillelagh | |||
| condition duration = 10 | |||
| condition save = | |||
| area = | |||
| area category = | |||
| area shape = | |||
| area range m = | |||
| area range ft = | |||
| area duration = | |||
| area turn start damage = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = | |||
| 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}} | |||
* | |||
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