A list of puns related to "Shillelagh"
Shillelagh is a cantrip exclusive to Druids (or those that can get some form of access to Druid spellcasting like Nature Clerics or Druidic Warrior Rangers) that takes a bonus action to convert a club or quarterstaff into a wisdom-based weapon that deals magical bludgeoning damage that lasts for a minute.
There are plenty of cantrips in DnD 5e, and there can be some slight overlap in utility and damage between certain cantrips (Produce Flame/Firebolt and Prestidigitation/Thaumaturgy come to mind). Shillelagh is very much a one-of-a-kind cantrip (Booming Blade and Green-Flame Blade are close...ish) and I think there could be some interesting ideas that could be introduced. Much like how the Elemental Evil Player's Companion introduced a bunch of elemental-based cantrips, I would like to see a future supplement that does something similar but for cantrips that alter weapons. There could be the following tweaks to make unique cantrips:
Just a massive stream of consciousness but I think its interesting. Lemme know what you think!!
Edit: Thanks so much for the Silver kind stranger!!!
The Arcana Cleric (free Booming Blade) with Shillelagh from Magic Initiate is quite popular for a "gish" allrounder.
How would you say does it compare to the other way around: A Nature Cleric (free Shillelagh) with Magic Initiate for Booming Blade?
In general I think the Arcana Domain is much stronger, but if you go the Nature route you have some advantages as well:
The downsides are of course a worse spell list, worse channel divinity and a bad capstone. (Although lvl 17 rarely matters).
What do you think, which build is better?
Bokken martial melee weapon 1d6 bludgeoning, finesse two-handed, 15 gp, 2 lb
Specifically,
- Does Shillelagh make the bonus action attack from Polearm Master's damage die a d8?
- Does the bonus action attack also have a damage bonus equal to your Wisdom mod.?
This is just a build I have been thinking of that could make a pretty cool ranger.
Custom lineage Wisdom+polearm master. Point buy 8str/14dex/15con/8int/14(16)wis/12charisma 4/8 ASI wrap your wisdom to 20, 12 resilient:con is a good choice
-Take druidic fighting style and get shillelagh this allows you to do 1d8+3 at level 1 while holding a shield + quarter staff and bonus action 1d4+3 (PAM)
-I choose the hunter subclass for a colossus killer + defense tactic for a reliable 4 AC against multi attacks.
-at level 8 you can do 3d8+1d4+1d6+15 averaging 34.5 DPR with 19 AC assuming half plate + shield
Fighter probably out DPR pretty quickly after level 8 but you are still a half caster with ton of utility spells and most campaigns end around level 10-13 anyway. the build is pretty tanky with 19 AC without magic items and up to 23 against multiattacks
opinions?
I am putting together a BearBarian (Totem Barbarian/Circle of the Moon Druid), and I was considering weapon options outside of wild shape. A wooden maul seemed to fit with the theme, and the shillelagh spell seemed like a no-brainer. Pop the spell, you have a magic maul when damage resistance comes into play.
The wording of the spell specifically states "a club or quarterstaff" in its description and it certainly aligns with what a traditional shillelagh is, but then again, how many other traditional weapons are made of wood?
If shillelagh was viable, would it lead to a reduction in damage, or an increase? It transforms the club or quarterstaff's 1d6 into 1d8. Would it then turn the maul's 2d6 into 2d8?
Thoughts? Feelings? Epiphanies?
Another post inspired a dual wielding hexblade/shillelagh build, and I have been thinking about how to make such a build functional and interesting early enough in play. It seems tough to have both wisdom and charisma be primary melee attack modifiers, and try to take advantage of having high Wis/Cha for other things.
Things that are needed:
I haven't come up with anything great, but I wanted to see if anyone has ideas.
The hexblade part is easy, an early dip into hexblade to get one weapon as a Charisma modifier.
Shillelagh can be gotten a few ways -- Druidic Fighting Ranger, Nature Cleric, Druidic Initiate Feat, or being a druid. I think being a druid is out, but someone could sell me on it if they want. I think Druidic initiative feat is tougher, but could work, but I feel like it may be unnecessary. A dip into Nature Cleric and/or Druidic Fighting Ranger may be the best bet to get Shillelagh.
While being a vuman seems to help get a feat or Dual wielding early, having wisdom and cha being weapon attack modifiers makes me want to get elven accuracy, as it would apply to both. So being elven of some kind feels prudent. This however makes getting early feats difficult when dipping into multiple classes.
Synergies for Wisdom and CHarisma that come to mind is Fey Wanderer or Samurai for social skills.
It is a very MAD build, that i feel like sacrafices either wearing heaving armor meaningfully, getting weak medium armor, or having low hitpoints. I'm not sure what the tradeoffs ought to be.
So what comes to mind quick for me is to delay dualing a little...
Fighter-based
Half Elf (for elven accuracy and more abilities at chargen)
Str 13, Dex 13, Con 8, Int 8, Wis 16, Cha 17
Fighter 1 - Dueling Fighting style. You are a bad fighter,but getting scale mail proficiency and a few more hitpoints might help you live to level 2. Can use a shield too.
Warlock 2 -Switch to a hex melee weapon for more damage output, some spells if you want.
Fighter 3-7 - Get an extra attack, Dual Fighting Feat and Elven Accuracy Feat (Raise Charisma to 18). Switch Fighting Style to Two Weapon Fighting. You can switch to dual weapons, despite one not being great for the cost of 1 AC, or keep a shield. You can pick Champion or Samurai for subclass. Champion
... keep reading on reddit β‘Hello fellow adventurers,
Recently I came across a fact I had never looked into before: clubs have the light property, and thus are able to be dual-wielded without needing the Dual Wielder feat. By itself, this isn't very impressive. It's essentially a dagger user, but less cultured. However, when paired with Shillelagh, it becomes an interesting idea. The cantrip turns a wooden weapon into a d8 weapon, when all other light weapons are normally d4 or d6. Sadly, it only works for one weapon at a time, as it ends if you cast it again or let go of the weapon, so you can't dual-wield Shillelagh clubs, as cool as that would be.
That said, it is still a d8 dual-wieldable weapon which uses your Spellcasting modifier for attacks and damage. What creative ways are out there for utilizing this little fact?
The spell says:
"For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8."
The feat says:
" you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weaponβs damage die for this attack is a d4, and it deals bludgeoning damage."
It seems like the bonus attack would use the spellcasting ability for d4 damage.
Building an Eladrin Pact of the Tome Fiend Warlock with Quarterstaff (Shillelagh) and Longbow. Trying to decide between Polearm Master or Sharpshooter feat. That will determine the direction of my Eldritch Invocations (boost EB or melee durability).
I thought about using a wood elf with the racial scores changed to make it more wisdom base and go for medium armor. I would use a reflavored quarter staff as a wooden katana like Gintama, and use shillelagh from wood elf magic to attack with wisdom and pole arm master to make it like that move with the sheath slash. Also crusher for advantage after crits to get an extra attack. I can't decide which fighting style would be most fitting. I'd rather not use a shield because it doesn't fit with the samurai image, so the choices are great weapon fighting, dueling, mariner, and tunnel fighter. Also going to get Fey touched for hunters mark.
For a new campaign I'll be playing in, I plan to create a Zariel variant Tiefling. My DM is going to allow me to swap out thamaturgy for shillelagh for backstory purposes. The short version is that my character will be missing their hand and part of their forearm; in its place a live plant with a branches coming off it. My character will be using shillelagh to "transform" the branches into something more useful for the situation.
I'll likely go path of the crown or ancients also for backstory purposes. I'll be able to use charisma as my spell casting ability with shillelagh. What are some interesting things I could do since the character will be relatively SAD?
Multiclassing into sorcerer or warlock jump out (and will generally work with the backstory).
Apologies if this has been discussed, however anytime I roll a Druid Shillelagh never works for any quarter staff they equip. I havenβt gone far enough into the campaign to get a club with these characters.
Anyone else having this issue?
I have a wizard character. I give them Magic Initiate (druid) and choose Shillelagh. My aim is that I can use Shillelagh to allow their staff to deal damage using INT. Does this work? The text in Shillelagh says that 'for the duration, you can use your spellcasting ability instead of Strength...'. For a wizard, that is INT. However the text in Magic Initiate says 'Your spellcasting ability for these spells depends on the class you chose...wisdom for cleric or druid'. This implies that the casting for Shillelagh is using WIS, but does this mean the damage is also based on WIS? Or does your spellcasting ability revert to INT after the spell is cast?
Fey Wander Ranger is a kind of ranger that rewards high-Wisdom a bit more than other Ranger options, since doing so also fuels Charisma-Based skill checks and the subclass itself provides abilities that encourages casting spells using your Wisdom stat, like spells with a save DC or Summon Fey.
The subclass is also less bonus-action reliant than the other Ranger subclasses, which opens doors to obtaining abilities that might require using bonus actions a lot. However, as someone who played a Shillelagh Cleric before, I'm afraid what I have might be a bit too cumbersome in actual play.
V. Human with Polearm Master at level 1
Point buy: Strength (8), Dexterity (14), Constitution (16), Intelligence (8), Wisdom (16), Charisma (10).
Druidic Warrior with Shillelagh at level 2
Fey Wander with it's abilities at level 3
ASI Wisdom +2 at level 4 and again level 8.
Shillelagh can somewhat reduce MAD and PAM with a Quarterstaff can help squeeze a bit more damage out of that weapon. More individual attacks can also be used to trigger Dreadful Strikes more often, provided they hit separate targets.
The problem is how Bonus Action heavy this is. Shillelagh needs to be cast at the start of nearly every battle, preventing any other spells that is not a cantrip from being cast that turn. Hunter's Mark is also something we would want to cast ASAP, assuming we don't suck it up and make use of Favored Foe instead.
Is this as clunky as it sounds in actual play? And if so, is there a way to streamline builds for this subclass while getting the most out of it's abilities?
If I made a Variant Human monk and as an optional feat took Magic Initiate to get Shillelagh as a cantrip, would casting it on a quarterstaff allow me to use its Wisdom Modifier to attack instead of Dexterity? The spell description says to use your Spellcasting Modifier, but certain Monastic Traditions do not have a Spellcasting Modifier. A monk's KI Save DC is determined by Wisdom, but that is not the same as a spellcasting ability, or is it?
I was hoping someone could this brand new player some advice/tips on how to use Shillelagh.
From what I understand I need a free hand to cast the Somatic and Material parts of the spell. This means I need one hand to 'wiggle my fingers' and then grab the materials to cast the spell on my holstered Quarterstaff?
I say holstered (doffed?) because my other hand is holding a shield.
This means my Bonus Action is used to cast the spell and I could then sacrifice my action to draw my weapon? This would leave me to then use my weapon + Shillelagh on my next turn or for any reactions I might make between then and now?
I guess I should ask...is this how people play? Do you sacrifice keeping a shield equipped to use Shillelagh on the same turn you cast the spell? I wanted the extra AC to stack with my Tortle shell (going Spore Druid) so I am hoping I can get some help on the best 'steps' to maximize the spell.
Really appreciate any insight anyone can provide. Thank you in advance!
EDIT: sorry, the way I worded my post was poor. I am aware that you can do the Somatic and Material parts of a spell with the same hand (at the same time).
I'm playing a Leoinin Cleric/Ranger for a Theros campaign. Stealth is not very important to me. I'm a proud lion that beats shit up. So, Nature cleric for shillelagh. Pumping Wis all the way up. DM allowed us a feat at first level and I took Magic Initiate for Booming Blade. Shillelagh + Booming Blade will be my main attack going forward.
Next level, I'm going Ranger. I'm rocking heavy armour, shield and quarterstaff. I want to be melee, take the Hunter subclass going forward. Starting off with 16 Wis and 15 Con, planning to take Resilient Con and Warcaster down the line because the only ASIs I'll need will go to Wis.
I just dunno what spells to pack for a melee ranger outside of Zephyr Strike and Guardian of Nature. Any thoughts?
So with the shape water cantrip you can turn the water into a shape and freeze it solid in that shape. Would you let someone just use the frozen ice weapon for shillelagh or would it need something for it to work for you. Like freeze water mixed with sawdust to create prkrete.
Starting at level 1, curse of strahd campaign. Other party members include a wizard, Druid, rogue, and monk. Iβve also been considering a horizon walker or a wild magic barb. Point buy for stats
Shillelagh is great. Itβs a wonderful cantrip with a brilliant aesthetic flair, and itβs pretty damn viable. However, although many people agree that Shillelagh is one of the best damaging cantrips, I feel like too many people just slap it onto a quarterstaff and end it there when, in reality, there is so much more we can do with the spell. Letβs go ahead and break down the cantrip and note some key takeaways we can make.
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Shillelagh
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with natureβs power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weaponβs damage die becomes a d8. The weapon also becomes magical, if it isnβt already. The spell ends if you cast it again or if you let go of the weapon.
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Pretty sweet, right? As a bonus action, you can turn a normally mundane wooden weapon into the equivalent of a magical warhammer for a minute, or ten rounds. Now, let's break this down.
With these takeaways in mind, here are a few builds that I've devised in order to maximize the potential of this spell.
The Dual Wielder feat allows you to carry heavier weapons simultaneously, meaning that you can get a total of 2d8 + your Strength mod (or Dex for dual rapiers) in damage with a single turn. However, with this spell, it is possible to nearly replicate this damage without the use of a feat. Here's the process.
If your rule of thumb is to avoid clubs whatsoever, it is time to reconsider! This melee BAZUKA is laying on the D:6 floor waiting FOR YOU, and if you still not sure if you can handle its power, +7 dire flail of Cuthasuso {drain, rF+} and a a +3 giant spiked club from a shop on D:2 will complement your weapon collection with a little help of Gozag altar on the same level.
The road to D:6 is relatively easy and by the time you get the "Devastator" you should already have enough gold for a second weapon AND +5 chain mail of the Undertaker {Str+4} on D:2 as well.
Game seed: 8597901077467407616
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I just started playing the druid class today and I am having an issue. I was trying to use shillelagh and it says I don't have a club or quarterstaff equipped. Anyone else having this issue or is it just me? I checked to see if the staff they give druids is a quarterstaff and it is.
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My sister broke her last ukelele by hitting someone with it(irl). Today we joked about her using her ukelele like a shillelagh.
What is best way to build this? It seems like a poor use of magical secrets to get shillelagh, plus you are restricted to quarterstaves. Maybe hexblade bard? Could you use performance of creation to create a drumkit out of thin air?
Taking shillelagh is a tempting option on a ranger because being wisdom SAD opens up a lot of opportunities for spells and summoning, but rangers have a lot of stuff eating up their bonus action. Which ranger subclass has the least stuff taking up its bonus action so shillelagh can shine most?
Edit: This is with all the feature variants from Tasha's.
So I'm wanting to make a nature cleric, but that cleric could also be flavored as a Paladin (Ancients) but, do you all think that using up an ASI/Feat for Magic Initiate would be worth it?
Shillelagh says that the damage dice of the weapon used in the casting becomes a d8 for the duration. The quarter staff can be used with Shillelagh and the polearm master feat. The polearm master feat allows you to make another attack with a polearm that normally deals 1d4+strength bludgeoning damage. Whilst using Shillelagh would this become 1d8+wisdom or would it stay with the 1d4 die?
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