(Any subclass will do, but Hexblade fits the general theme of this build.) Take the Pact of the Tome, choosing Shillelagh as one of your three free cantrips. Survive up to at least level 2, where you unlock your Smite, as well as your spells. Play as a Paladin wielding a quarterstaff in one hand. Here's a rather unorthodox build that utilizes all three to create a powerful enchantment-based fighter that really peaks at level 6. Shillelagh doesn't require concentration, which allows the effects of the spell to stack with other weapon enhancements, such as Green-Flame Blade, Booming Blade, and the various flavors of Smite. Not bad for only one spell slot expended! If your Wisdom is a 16, your average damage should be 41.5 per turn. In total, your damage will be 3d8 +3d6 +1d4 +6 +Wisdom*3, all in magical bludgeoning damage. However, one of the latter two attacks will be affected by Colossus Slayer, since the enemy is already damaged. Your first attack should do a standard 1d8 +1d6 +Wisdom modifier. On your turn, attack twice with your action and a third time with your bonus action, due to Polearm Master. Ensnaring Strike and Zephyr Strike are also smart picks.Īt level 3, take the Hunter Conclave, and grab Colossus Slayer as your Hunter's Prey.Īt level 4, take the Polearm Master feat.Īt level 5, you get Extra Attack from your Conclave.īefore combat, cast Shillelagh on your quarterstaff and Hunter's Mark on your target. When it comes to spells, be sure to grab Hunter's Mark. Also, be sure to grab a quarterstaff as part of your starting equipment. Your Favored Enemy and Natural Terrain are mostly irrelevant, but choose Dueling as your fighting style. Take Shillelagh, as well as two other spells of your choice. Pick Variant Human with Druid Magic Initiate. Hunters get some good combat-centric abilities, so that'll be the subclass. Since Rangers use Wisdom as a dominant stat, Shillelagh is a good choice as a Variant Human with Magic Initiate. While the previous idea was more of a strategy, this is more of a bona fide Ranger build based around the usage of Shillelagh. With these takeaways in mind, here are a few builds that I've devised in order to maximize the potential of this spell. (JC has stated that dropping weapons is a free action.) The spell automatically ends if you cast it again or let go of the weapon, meaning that it can be dispelled as a free action. The weapon becomes magic, meaning it is affected by any spells that affect magic, such as Dispel Magic. You can still choose to use your Strength modifier if your Strength score is higher than your spellcasting ability score. The spell uses your spellcasting ability, no matter what class you use to cast it, meaning that Lore Bards and Pact of the Tome Warlocks can use Charisma rather than the normal Wisdom. The spell can be cast on a club (light) or a quarterstaff (1d8 versatile). 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. 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. 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. Let’s go ahead and break down the cantrip and note some key takeaways we can make.Ĭasting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute 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. It’s a wonderful cantrip with a brilliant aesthetic flair, and it’s pretty damn viable.
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