The wood of a club or a quarterstaff you are holding is imbued with nature's 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 weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Shillelagh appears in System Reference Document 5.1. Text from the SRD 5.1 by Wizards of the Coast, CC BY 4.0.
This spell also appears in
SRD 5.2 (2024)System Reference Document 5.2
Level Up A5ELevel Up: Advanced 5th Edition Adventurer's Guide
Tales of the ValiantBlack Flag Reference Document (Tales of the Valiant)
Damage Cantrip · Transmutation
Shillelagh
Cast
1 bonus action
Range
Touch
Duration
1 min
Save
None
The wood of a club or a quarterstaff you are holding is imbued with nature's 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 weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already.
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Damage Cantrip · Transmutation
Shillelagh
Cast
1 bonus action
Range
Touch
Duration
1 min
Save
None
The wood of a club or a quarterstaff you are holding is imbued with nature's 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 weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already.
# Shillelagh
*Transmutation cantrip*
- **Casting time:** 1 bonus
- **Range:** Touch
- **Components:** V, S, M (Mistletoe, a shamrock leaf, and a club or quarterstaff.)
- **Duration:** 1 min
- **Role:** Damage
- **Source:** System Reference Document 5.1
## Card summary
**Touch.** Club or quarterstaff you are holding
**Effect.** Spellcasting ability for melee attack and damage rolls; weapon becomes magical
**Extras.** Ends if you cast it again or let go of the weapon
## Description
The wood of a club or a quarterstaff you are holding is imbued with nature's 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 weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.