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Shillelagh: Difference between revisions
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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 = | |||
| 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 | |||
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| concentration = | |||
| range = self | |||
| range m = | |||
| range ft = | |||
| aoe = | |||
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| condition = Shillelagh | |||
| condition duration = 10 | |||
| condition save = | |||
| area = | |||
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| higher levels = | |||
| notes = * If learned via [[Magic Initiate: Druid]], despite listing Wisdom as its casting ability in the tooltip, it will use the casting ability of the class that acquired the feat for both damage and attack rolls. i.e., taking the feat at 4th level in Bard will cause it to use Charisma. | |||
* [[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 {{DamageText|1d4 |Bludgeoning}} damage through {{Cond|Ironwood Harmony}} 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". | |||
| video = | |||
}} | |||
== External Links == | |||
* {{FRWiki|Shillelagh|long}} | |||
== | |||
* | |||
Latest revision as of 14:35, 31 October 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
- If learned via Magic Initiate: Druid, despite listing Wisdom as its casting ability in the tooltip, it will use the casting ability of the class that acquired the feat for both damage and attack rolls. i.e., taking the feat at 4th level in Bard will cause it to use Charisma.
- 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[edit | edit source]
- Shillelagh on the Forgotten Realms Wiki