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Dnd 5e shillelagh
Dnd 5e shillelagh





dnd 5e shillelagh

He'll become disappointed an demoralized and wants to play another character. Worse, his character's concept is based on something that's not used anymore. He reverts to a more traditional druid, but now has a wrongly optimized character.

dnd 5e shillelagh

Nobody wants him to use the spell, not even he himself. I think this is likely.ī) He turns out to be unreliable, perhaps with huge rewards but too great a risk involved. DM won't be happy because challenges turn out too easy or unreliable. What could happen?Ī) He kicks royal buttocks. The player is going for the shillelagh abuse. I think the fighter and barbarian are in for an inferiority complex if you allow this change.

dnd 5e shillelagh

What does this get us?Ī lvl 1 druid with a vanilla +1 attack bonus (the enhancement) and a damage range of, 14.5 avg, requiring 5 gp and casting a 1st level spell (he'll probably have two).Ĭompared to a lvl 1 figher with a vanilla +1 attack bonus and a damage range of, 7 avg (greatsword), requiring 50 gp.Īnd compared to a lvl 1 raging barbarian with a vanilla +3 attack bonus and a damage range of, 9.5 avg (greataxe), requiring 20 gp and its 1 rage/day.Īnd for good measure compared to a lvl 1 druid using the original shillelagh with a vanilla +1 attack bonus (the enhancement) and a damage range of, 8 avg, requiring 5 gp and casting a 1st level spell. The second is to bump the shillelagh damage output from 8 avg to 14.5 avg. So the first proposed change is to bust the druid's melee damage cap from 1d8 to 1d10. Now let's look at it from another point of view. This seems excessive, double increased damage compared to S.

#DND 5E SHILLELAGH PLUS#

Spell S' supports an increase from base 5.5 average damage to 14.5 average damage per hit (3*4.5+1), an increase of 9 average damage, plus adding +1 to hit. So spell S increases a base 3.5 average damage to 8 average damage per hit (2*3.5+1), an increase of 4.5 average damage, plus adding +1 to hit, which seems fair.

dnd 5e shillelagh

Now the request is to basically add spell S' = S plus weapon C gets +1 enhancement bonus and damage increases to 3d8. Spell S = 1st level, 1 min/level, weapon A or B gets +1 enhancement bonus and damage increases to 2d6. Weapon C is martial because the heavy hitter 1d10 is restricted, but is a weak martial weapon. Weapons A and B are appropriate simple weapons. Weapon C = martial two-handed, 1d10 x2, costs 5 gp Weapon B = simple two-handed, 1d6/1d6 x2, no cost Weapon A = simple one-handed, 1d6 x2, throwable, no cost Let's just rip the flavor out and see if it makes sense. Watch out when you are tempted to change mechanics solely based on fluff. Honestly cool character concepts are not solely based on rules, especially not on twisted rules. This is a deception, either conscious or not. He can defend against a disallowal by stating you ruined his character concept. He thinks up a cool story to match so he can say he's solely interested in the character concept and isn't trying to abuse. This sounds like a classical (as in, it happens from time to time) case of a player finding the shillelagh spells, finding the greatclub, and concluding he has a to-good-to-be-true combination on his hands if he can just get it past the DM. Then again, this will be the main melee character in the party, so it might not be all that bad. I think the player has a nice concept, and I don't want to totally step on it, but I'm also a bit afraid of it. Just looking for some ideas and feedback. Be a lot easier to figure out on the fly with odd sized druids, too. Plus, with a x2 multiplier, it adds to crit damage rather than being multiplied. This works the same on (medium) clubs and staves and would keep damage from getting WAY out of hand, as the weapon size progression tends to look to go to about x2.5 damage as you go up two sizes. That also keeps things like giant druids from becoming REALLY nasty, too.Įdit: Now I'm thinking to make Shillelagh make the weapon do x2 damage. I am thinking that instead of the "2 sizes larger" rule (which is problematic because the table for weapon sizes and damage isn't very clear) would be changed to straight up double damage or a base extra d6. However, when you add in the great club, and someone who can use large weapons, like a goliath, you end up with something smelling of fromage. Will it work with a greatclub? I would tend, again, to say yes, as "club" is a bit vague. The issue now comes with the spell Shillelagh. Okay, not a big problem there, but read on. With worse damage and critical than other equivilant melee weapons, I agreed that it probably should be simple and even if not, druids should get them. Okay, here are a few things that have come up because a player is switching characters in my campaign.įirst, he was wondering why greatclub is a melee weapon.







Dnd 5e shillelagh