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    Quick Answer

    Shillelagh is a Druid transmutation cantrip cast as a bonus action. For 1 minute, a club or quarterstaff you are holding uses your spellcasting ability instead of Strength for melee attack and damage rolls, and its damage die becomes a d8. In the 2014 rules the weapon also becomes magical and the die stays a d8 forever. In the 2024 rules the die grows to a d10 at level 5, a d12 at level 11, and 2d6 at level 17, and you can deal Force damage instead of the weapon's normal type.

    Overview

    Shillelagh lets a druid fight in melee with Wisdom. A druid usually puts its best score in Wisdom and leaves Strength low. With Shillelagh, a club or quarterstaff hits as often as the druid's spells and deals 1d8 plus the Wisdom modifier.

    It costs a bonus action and lasts 1 minute without concentration, so one casting covers a typical fight. It ends early if you cast it again or let go of the weapon.

    The two editions split on scaling. The 2014 spell never improves, so by 5th level it trails cantrips like Produce Flame. The 2024 spell grows with your level and adds a Force damage option, which gets around most resistances.

    Stat Block

    PropertyValue
    LevelCantrip
    SchoolTransmutation
    Casting Time1 bonus action
    RangeTouch
    ComponentsV, S, M
    MaterialMistletoe, a shamrock leaf, and a club or quarterstaff.
    Duration1 minute
    ConcentrationNo
    RitualNo
    Save/AttackMelee weapon attack using your spellcasting ability
    ClassesDruid

    When NOT to Use This

    • •Your Strength is as high as your spellcasting ability. The d8 die is the only gain, and the bonus action may be worth more elsewhere.
    • •(2014) You want to cast a leveled spell this turn. A bonus action spell limits you to a cantrip with a casting time of 1 action for the rest of the turn.
    • •You need to stay out of melee. A druid in light armor with a club is still a druid in melee.
    • •You are holding a spear, a sickle, or a scimitar. Only a club or a quarterstaff works.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyFree. It is a cantrip.
    Action EconomyOne bonus action per fight, then normal attacks with your action.
    Opportunity Cost(2014) Blocks leveled spells on the turn you cast it.

    When worth the cast: Any fight where you expect to make melee attacks, especially at low levels.

    When NOT worth the cast: Fights where you plan to cast leveled spells every turn and stay at range.

    Scaling

    Character level2014 die2024 die
    1–4d8d8
    5–10d8d10
    11–16d8d12
    17–20d82d6

    Pro Tips

    Tip #1: Cast it before the fight if you can.

    Why it works: It lasts 1 minute and needs no concentration. If you know a fight is coming, spend the bonus action before initiative so your first turn is a full attack and a free bonus action.

    This avoids the mistake of: Losing your first bonus action of every fight to setup.

    Tip #2: (2024) Pick Force damage against resistance.

    Why it works: The 2024 version lets you deal Force damage or the weapon's normal type. A 2024 ghost resists bludgeoning, piercing, and slashing but not force.

    This avoids the mistake of: Halving your own damage by sticking with bludgeoning.

    Tip #3: (2024) Keep bludgeoning against skeletons.

    Why it works: A skeleton is vulnerable to bludgeoning damage in both editions. A club or quarterstaff already deals bludgeoning, so it takes double.

    This avoids the mistake of: Switching to Force out of habit and losing the vulnerability.

    Tip #4: (2014) Use the magic against shapechangers.

    Why it works: The 2014 spell makes the weapon magical. A 2014 werewolf is immune to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered, so a Shillelagh club hits it for full damage.

    This avoids the mistake of: Swinging a mundane club at a werewolf and dealing nothing.

    Common Mistakes to Avoid

    Using it on any weapon

    Why it's bad: The spell names a club or quarterstaff. A spear, sickle, or scimitar doesn't qualify.

    Do this instead: Carry a club or quarterstaff as your Shillelagh weapon.

    Thinking it lasts after you let go

    Why it's bad: The spell ends if you let go of the weapon. Dropping it to cast with a free hand, or being disarmed, ends it.

    Do this instead: Keep the weapon in hand. Use a spellcasting focus or a free hand for somatic components.

    Using Strength for the attack after casting it

    Why it's bad: The spell lets you use your spellcasting ability for both the attack and the damage roll. Using Strength wastes it.

    Do this instead: Add your Wisdom modifier (or your spellcasting modifier) and proficiency bonus to the attack, and your Wisdom modifier to damage.

    Expecting it to scale in 2014

    Why it's bad: The 2014 text has no damage increase at higher levels. A 1st-level and a 17th-level druid both roll a d8.

    Do this instead: At higher levels in 2014, compare it with Produce Flame, which grows to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.

    Usage Tips

    • •Worked example, 1st level: A druid with 10 Strength and 16 Wisdom has proficiency +2. A plain quarterstaff attacks at +2 for 1d6 (3.5) one-handed or 1d8 (4.5) two-handed. With Shillelagh it attacks at +5 for 1d8 + 3 (7.5). Against AC 13, the hit chance rises from 50% to 65%.
    • •Worked example, 5th level: With 18 Wisdom, the 2014 spell deals 1d8 + 4 (8.5). The 2024 spell deals 1d10 + 4 (9.5). Produce Flame deals 2d8 (9) in both editions.
    • •Worked example, 11th level: With 20 Wisdom, the 2014 spell deals 1d8 + 5 (9.5) and the 2024 spell 1d12 + 5 (11.5). Produce Flame deals 3d8 (13.5).
    • •Monsters that use it: In the 2014 SRD, the dryad's club attack goes from +2 for 1d4 to +6 for 1d8 + 4 with Shillelagh, and the druid NPC's quarterstaff goes from +2 to +4 with 1d8 + 2. The 2024 dryad and druid stat blocks don't use it.
    • •Related guides: Druidcraft is the other utility cantrip on the druid list, and Thunderwave is the 1st-level answer when you are surrounded in melee.
    • •Roll a 2024 5th-level hit with the dice roller.

    Rules Notes

    • •Weapon: a club or quarterstaff you are holding. The spell ends if you let go of it or cast Shillelagh again.
    • •Ability: your spellcasting ability replaces Strength for attack and damage rolls of melee attacks with that weapon.
    • •Damage die: the weapon's damage die becomes a d8 (2014; it scales in 2024). That replaces the die whether you hold a quarterstaff in one hand or two, so the versatile property adds nothing while the spell lasts: a two-handed quarterstaff already rolls a d8. The 2014 SRD druid stat block matches, listing 1d8 + 2 with Shillelagh and no separate two-handed figure.
    • •Magical (2014): the weapon becomes magical if it isn't already, which matters against "nonmagical attacks" resistance and immunity.
    • •Bonus action casting (2014): after casting a spell as a bonus action, the only other spell you can cast that turn is a cantrip with a casting time of 1 action.
    • •Duration: 1 minute, no concentration.

    Synergies

    • •Concentration spells: Shillelagh doesn't use concentration, so it runs alongside a concentration spell you cast on a later turn.
    • •A shield: druids are proficient with shields (the 2014 SRD adds that druids won't use metal ones). A shield in one hand and a club in the other keeps your AC up while you fight in melee.
    • •Magic Initiate (2024): the 2024 origin feat can teach Shillelagh to any character from the Druid list, using Intelligence, Wisdom, or Charisma.

    Anti-Patterns

    • •Casting it on turns when you plan to cast a leveled spell (2014).
    • •Wading into melee with a low hit point total because the club hits hard.
    • •Choosing Force damage against a skeleton (2024).

    Tactical Modules

    • •Pre-cast: Cast it before you open the door. The minute covers the fight.
    • •Bodyguard: Stand next to the party's wizard with a shield and a Shillelagh club and make enemies come through you.
    • •Resistance answer (2024): Switch to Force damage against creatures that resist bludgeoning.

    Countermeasures

    • •Threat: You are disarmed. Response: Pick the weapon back up. Fallback: Recast it, since the spell ended when you let go.
    • •Threat: The enemy resists bludgeoning (2024). Response: Choose Force damage. Fallback: Use a damaging cantrip instead.
    • •Threat: You are in melee with a heavy hitter. Response: Step back and cast from range. Fallback: Let the fighter take the front.

    Shillelagh in the 2024 Rules

    The 2024 Player's Handbook made several real changes to Shillelagh:

    • •Scaling: a new Cantrip Upgrade line. The damage die becomes a d10 at level 5, a d12 at level 11, and 2d6 at level 17. The 2014 die stays a d8.
    • •Force damage: "If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice)." This line is new.
    • •No longer says "magical": the 2014 sentence that the weapon becomes magical is gone. 2024 SRD monsters don't use "nonmagical attacks" resistances, and the Force option covers most resistance cases.
    • •Range and components: the range is now Self instead of Touch, and the material component is mistletoe only. The shamrock leaf and the weapon are no longer listed.
    • •Bonus action rules: the 2024 rules drop the 2014 limit on casting spells after a bonus action spell and use a one-spell-slot-per-turn rule instead. Shillelagh uses no slot, so you can cast it and a leveled spell in the same turn.

    The class list is still Druid only. The 2024 Magic Initiate feat can grant it to other characters.

    Frequently Asked Questions

    What does Shillelagh do in 5e?

    For 1 minute, a club or quarterstaff you are holding uses your spellcasting ability for melee attack and damage rolls, and its damage die becomes a d8. In 2014 the weapon also becomes magical. In 2024 the die scales with your level and you can deal Force damage.

    Does Shillelagh scale in 5e?

    Not in the 2014 rules, where it stays a d8. In the 2024 rules, the die becomes a d10 at level 5, a d12 at level 11, and 2d6 at level 17.

    Does Shillelagh make your weapon magical in 5e?

    In the 2014 rules, yes. The 2024 text doesn't include that sentence and instead lets you deal Force damage.

    Can you use Shillelagh with a quarterstaff in two hands in 5e?

    You can, but it gains nothing. The spell sets the weapon's damage die (a d8, or the larger 2024 die at higher levels), and that die is the same in one hand or two. A two-handed quarterstaff already rolls a d8, so holding it in one hand and keeping the other free for a shield or a focus is usually better.

    Does Shillelagh need concentration in 5e?

    No. It lasts 1 minute without concentration. It ends early if you let go of the weapon or cast the spell again.

    Can Shillelagh work with a spear or other weapon in 5e?

    No. The spell only works on a club or a quarterstaff.

    Can non-druids use Shillelagh in 5e?

    In the SRD it is a Druid cantrip. In the 2024 rules, the Magic Initiate feat lets any character learn it from the Druid list.

    Is Shillelagh good in 5e?

    It is strong at levels 1 to 4 in both editions, because it turns a low-Strength druid into a capable melee attacker. The 2014 version falls behind later because it never scales. The 2024 version stays useful longer thanks to its bigger dice and Force damage.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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