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. In addition, this combo is available at level 1, and it is possible for every race. Without modifiers, this combination does an average of 8 damage, which is only 1 less than a standard Dual Wielder. In total, this will do 1d8 +1d6 + your Spellcasting, Strength, or Dexterity modifier, depending on which of the three is higher, per turn. On your turn during combat, attack with your club, then use your bonus action to attack with your scimitar. Start with a club and a scimitar, with the club drawn and the scimitar sheathed.īefore entering combat, cast Shillelagh on your club. However, with this spell, it is possible to nearly replicate this damage without the use of a feat. 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. 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.Ĭomponents: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) 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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