![]() ![]() If your opponent can’t heal, and you shave off even one round in combat, it’s one less round where the squishy wizard can die.Ĭhill Touch also benefits greatly from the change in rules concerning undead that occurred in the 5th edition. This may be true for your opponents too, but a fight is considered a loss in most cases if a single character dies, and when the party is reduced to only swinging their swords, it’s much easier for just that to happen. Abilities are using, spell slots are burned and one-use magic items go bye-bye. The longer combat goes on, the harder it becomes for the party to be successful. Reducing the number of rounds a fight goes is important in the 5th edition. This is a very shortsighted as you are sacrificing no hit point regeneration for your opponent for an average 1 additional hit point of damage. Most people will tell you they take Eldritch blast or Firebolt of this spell for the simple reason that they both do 1d10 damage versus the 1d8 damage that Chill Touch does. You're doing necrotic damage not cold damage as the spell’s name implies you’d be doing. The Spell’s range is 120 feet, the same as favorites Eldritch Blast and Firebolt. ![]() There is no cold damage involved with the spell and you don’t have to touch anyone for the spell to work. The necromancy cantrip suffers lousy PR and a really bad title. ![]() If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Until then, the hand clings to the target. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Make a ranged spell attack against the creature to assail it with the chill of the grave. You create a ghostly, skeletal hand in the space of a creature within range. Some are overlooked, some are abused and others just need a little love. To cast the 'shillelagh' spell is to invoke the power of this very item, which lies dormant within all trees.Let’s take a look at some cantrips today. If it was a club, it reappears as a quarterstaff. If the True Shillelagh was a quarterstaff when it was destroyed, it reappears as a club. If there are no trees on the material plane, it appears in the feywild instead. If the True Shillelagh is destroyed, it reappears in 3d10 years inside of a random tree on the material plane. ![]() While you hold it, you have a +1 bonus to spell attack rolls with your druid spells. This weapon can be used as a druidic focus. Immediately when you cast shillelagh targeting this weapon and for the duration of the spell, you can use a bonus action on each of your turns to make a melee attack with the True Shillelagh.Attacks made with this weapon ignore resistance to bludgeoning damage and deal an additional 1d6 damage on a hit.If the weapon is a quarterstaff and you wield it with both hands, you can use a d12 instead. You can use a d10 for the weapon's damage die.You can use your spellcasting ability modifier instead of Strength for the attack and damage rolls of melee attacks using this weapon.You have a +3 bonus to attack and damage rolls made with this magic weapon, in addition to the following benefits: Attacks made with this weapon using Strength or Dexterity have disadvantage on their attack rolls.įirst of its Kind. It has a near-golden sheen with an undercoat of deep magenta, and weighs three times as much as a normal club or quarterstaff. The True Shillelagh is immediately recognizable to any druid, and a druid becomes aware of its properties as soon as they touch it. Naturally formed from the distinctive burl of an ancient tree whose name is lost to history, this legendary weapon precedes the shillelagh cantrip now familiar to all druids. Weapon ( club, quarterstaff), legendary (requires attunement by a druid) ![]()
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