

this will likely have no benefit and is merely drawbacks. Magical ammunition is also fairly common even at lower levels.įinally, at higher levels. Magic is not likely a problem until you are at levels where you likely have magic, your other party members can damage it, or you can simply beat it down (resistance only halves damage), use elemental damage (oil and torches), or just go defensive while your casters use firebolt and such.
#Shillelagh 3.5 plus#
You can use 2d6 or d10 plus reach, if you have a strength build. You can already wield d8 one-handed melee weapons, dual wield d6 ones, and d8 ranged ones already tied to your dexterity. The 1d8 damage is hardly worth worrying about. A 16 wisdom will cost you either str, dex, or con. typically needs to be a 14 or so if you plan on being in melee. That typically means 16,14 (str) or at least a 12, 16 (dex) build. Even medium armor strength builds are likely going to go for at least a 14, and you need strength for medium armor and shield (due to the weight). Most are going to focus on dexterity (which gives AC, ranged attack, melee attack, saves, stealth, etc.) bonuses. Nature cleric brings some extra spell casting and spells are low-levels, but they become rather useless are higher levels. Just getting the cantrip means either druid, nature cleric, variant human, three levels of warlock, etc. I've been toying around a Shillelagh Ranger idea, and thinking about the pros and cons of using it.ĭo you think it's worth it? If so, would you take MI or multiclass (one level max)?Can't imagine it would be that useful. Spirit guardians is a spell 2 levels higher than hunter's mark and it shows (by my estimation anyway). It may just be me, but I think 3d8 radiant damage, halved on a save vs multiple targets (and with movement restriction added in) is better than 3d6 damage (d6 for each attack)(reduced to zero on a miss) spread among the targets you attack. Given the context is shillelagh for rangers, It is probably OK to assume that they are armed with a polearm and are therefore one feat away from a consistent bonus action attack. I also tend to the belief that a boss on their own is easy prey for a party anyway. It's also worth remembering that boss battles and big nasties tend to stay the focus of the fight, so that limits the switching.I tend to think of boss battles as being the exception rather than every other battle. Archers and single-weapon warriors don't have to use their bonus actions constantly. Using a bonus action only really hurts dual-wielding Rangers. It did make my Tempest Cleric a solid tank, though. Not Battle Master sticky, certainly not 4e Fighter sticky, but stickier than an extra 10' of movement spent getting away. With spirit guardians you get to make a bundle of bonus action attacks as well.ĭon't get me wrong, I love me some Spirit Guardians, but I think a Ranger with Sentinel is stickier. Spirit guardians is great because of the movement restriction.Īlso when you look at hunters mark you need to account for the fact that it is often costing your bonus action. It also doesn't last as long, though it's great with undead.Īlso granted, some Clerics can do more damage than that when you factor in archetypes, but so can all Rangers.Spirit guardians isn't great because of the damage - but it's nice. Granted, Spirit Guardians is better with groups, but you won't always face a group, and it's useless at range while HM is not. Next round, the Cleric can cast spiritual weapon for 1d8+5, plus 3d8 for Spirit Guardians, and an attack for, let's say, 1d6+3. Ranger with a rapier casts Hunter's Mark and attacks twice, dealing 2d8+2d6+10 damage, which maths to 26. If we're talking a single enemy, that's still 13.5 damage.

Cleric casts Spirit Guardians, who deal 3d8 damage.
#Shillelagh 3.5 license#
It is our intent to work within this license in good faith.Well, let's assume an optimum scenario. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice.
#Shillelagh 3.5 free#
It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the 5e System Reference Document. The spell ends if you cast it again or if you let go of the weapon.īack to Main Page → 5e System Reference Document → Spells → Druid Spell List Open Game Content ( place problems on the discussion page). 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. V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) This material is published under the OGL 1.0a.
