Effects are also checked when that same character is attacked, or damaged or has a saving throw, ability check or skill check forced on them (such as from a spell). In other words effects are checked when a character attacks, does damage, makes a saving throw (including death saves) or makes an ability or skill check. In order for the effect to be properly executed the character must be on the Combat Tracker (CT) and either they or another actor must make a dice roll which involves the character. In Fantasy Grounds an effect is anything which gives the character either a bonus or penalty of some kind to a dice roll they are about to make. It is also, judging by the number of forum posts, the area where most users find the learning curve steepest. One of the most powerful features of the built in 5e ruleset is effects. #SHILLELAGH SPELL 5E PC#10.4 Specific PC Ability/Trait Examples.8 Spells and Constitution Saving Throws.The point of Shillelagh is to be SAD instead of MAD, so that you can benefit from a maxed out stat. Especially BB, since it doesn't require good CHA / INT. If you can get it as elf or half-elf cantrip, or from Magic Initiate, you have a really decent or even powerful melee attack. Want to make a wise Fighter that relies on instinct? Grab Shillelagh, and focus on Wisdom (even if, once again, it's weird) Wanna make a weird Ranger focused on Wisdom? Grab Shillelagh (I would be a bit perturbed by this build, but why not). Wanna make a Tomelock that can melee? Grab Shillelagh. Wanna make a melee cleric? Grab Shillelagh. Wanna make a Monk relying on Wisdom more than Dex? Grab shillelagh. I always saw shillelagh as great value on any class but druid! Is it because I'm a Moon Circle druid and wildshaped more often? I've not played a Land Circle druid so perhaps that's why? I don't see it scaling well compared to other options. Perhaps I'm not playing my druid as efficiently as I should be and I'm not understanding something. I'm currently a 6th level druid, and have never seen the need for it a single time. I keep seeing posts commenting on the value of taking Shillelagh as a spell.Ĭan someone explain why? I really don't get it. Neither of these are the same situation Polearm Master is good at, nor negate the AoO. Magic Initiate could mean you're less likely to use those particular attack spells, but honestly Booming Blade only gets really good damage if the enemy wants to move away and Green Flame only is good to hit multiple targets. Remember you make a Melee attack and keeping shillelagh, means that melee attack is done with Wisdom not Strength as the mod, still better to keep shillelagh. If you want to take Magic Initiate (and that will require Int or Cha 13), you can cast Booming Blade. This really makes her *not* the soft target she was before. If the Druid picks up Polearm Master at 4th level (1st with Human varient) Suddenly the "Wizard" type Druid which is usually the "hang back" is wielding a quarterstaff, gets an Attack of Opportunity when the enemy gets within 5', then gets 2 attacks a turn. #SHILLELAGH SPELL 5E PLUS#Plus it's 1 minute not Concentration, so it doesn't interfere with other spells. That said it's probably not worth spending your Feats to make your weapon attacks better on a Moon Druid.Ī Druid get's shillelagh at 1st level and this means having a low Strength score doesn't kneecap her and reduces the need to be MAD (Many Attribute Dependent) as To Hit and Damage for club and quarterstaff are based off of Wisdom at the cost of a Bonus Action. I'll assume it's a Land Druid, as a Moon Druid isn't going to be as concerned with maxing out shillelagh, except as a solid backup weapon when WildShape runs out of its 2 charges. It's a LONG time to wait for 11th level for Booming Blade or Green Flame Blade to catch up.
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