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See Also: Starting Gold 5E Guide When Should You Use Shillelagh At higher levels, most characters will eventually have better damage options than this. But unlike other damage cantrips that add dice at certain levels, Shillelagh never powers up. Of course, this is generally true of any basic weapon. The primary downside for shillelagh is that it does not scale well at higher levels. Shillelagh will also make your strikes magical, making this a good option for lower-level characters facing enemies that are resistant or immune to non-magical damage. Who knows, those couple of points could be the difference between your team getting a well-deserved rest or dying. You could be deep in an intense battle and instantly cast Shillelagh so you can deal those extra points of damage. You can also cast Shillelagh as a bonus action, so you do not have to stop what you are doing in order to cast it. For a Druid, that superior stat should be Wisdom. But when it comes to combat, you will be able to use your strongest stat instead of an inferior modifier. I am not saying you will not need Strength for something especially if you do not have a melee-based character in your party.
#Shillelagh cantrip pro
The best Pro to using Shillelagh is the fact that you can practically ignore Strength for the entirety of the campaign. See Also: The Complete Guide to 5E Ritual Spells Pros
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Taking Shillelagh will help make that decision a little easier. To deal damage after a successful hit: 1d8 + Strength Modifierīecause you want the strongest stat to be Wisdom, you will need to make a sacrifice somewhere in the stat chart in order to remain proficient with your spellcasting. To succeed in an attack roll: 1d20 + Strength Modifier + Your Weapon Proficiency Bonus To give you an example of what typical combat will look like, this is how damage is normally resolved if you were to use a simple Quarterstaff: Instead of using the normal ability modifier when you make an attack or deal damage with the enchanted club or quarterstaff, you will use your spellcasting modifier to perform that task. The spell ends if you cast it again or if you let go of the weapon. The weapon also becomes magical, if it isn’t already.
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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 wood of a club or quarterstaff you are holding is imbued with nature’s power. Components: Verbal, Somatic, Material (mistletoe, a shamrock leaf, and a club or quarterstaff).
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