Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
Melee
Damage/Effect
Bludgeoning (...)
A Club or 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. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
* - (mistletoe)
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Posted Feb 14, 2026No, because that would allow you to enchant other people's weapons. The fact that letting go of it ends the spell tells you that the magic is coming from you, being channeled into the weapon. You are not enchanting the weapon. The range is self because you are the source of the magic.
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Posted Jun 14, 2026It says in the description that you "can" use your spellcasting ability instead of strength for your damage roll. Does that mean that you must? Or is it more like Finesse where you can use either Strength or Dexterity? Let's say I have a 20 Strength 13 Wisdom build but I want to get the force damage on my quarterstaff. Do I have to use the +1 to hit and damage from wisdom or am I still allowed to use the +5 from strength while benefitting from the damage die and the force damage?
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Posted Jun 15, 2026No. "Can" means "can"; it doesn't mean "must". You can choose to use your spellcasting ability or the ability you would normally use for an attack with the weapon; presumably you'll choose to use whichever is higher. The damage type and die is a separate effect and occurs regardless of which ability score is being used for the attack.
There are effects that force you to use a different ability score for attack and damage rolls, like True Strike, but they have language like "the attack uses your spellcasting ability", not "you can use your spellcasting ability".
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Posted Jun 15, 2026Thank you for the quick and precise response. Exactly what I needed to know!
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Posted Jun 18, 2026Doesn't that mean that (d12) and (2d6) essentially do the same amount of damage? Except that on the two dice you can't get a one.
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Posted Jun 22, 20262d6 also has a different probability curve than 1d12 — all 12 possible rolls on the d12 are equally likely, but with 2d6 you're significantly more likely to get a result in the middle than either a high number or a low number. This effect is amplified on a critical hit where you're now rolling 4d6 instead of 2d12.
Also, having more individual dice leads to better odds of getting overall better results when re-rolling them via something like Savage Attacker, as well a greater increase in damage from things like Great Weapon Fighting that improve the values on individual dice.