
Once dissolved, the solution is ready to use. Fill clean keg with warm water to line mark 1 on the back, then add ½ pack (about 1 tablespoon) of No-Rinse Cleanser and stir until dissolved. Make certain to clean all equipment that comes in contact with your beer by following the directions below:ġ. It kills microscopic bacteria, wild yeast and molds that may cause off-flavors in your beer. Now that I've written it out, I think this might be the best duel-wielding build with shillelagh, although you miss out on a magical secrets spell to make it work.Cleaning is one of the most important steps in brewing.

Plus, Bards can't use shields, so you're not missing out on that, and swords Bards really aren't using their bonus action for anything since they want to use their bardic inspiration for Blade Flourishes. (1d8+CHA+2)x2 (rapier with dueling)) and supports focusing on CHA over DEX. This would let them do a little extra damage each turn ((1d8+CHA)x2+1d6+DEX (shillelagh and scimitar) vs. You can save your other spell slots for out-of-combat utility and healing, Aid, maybe Warding Bond if you think you can make the CON saves, and so on.įor a much weirder build, a 10th-level Swords Bard with the two-weapon-fighting style could pick Shillelagh for a Magical Secret. Concentrate on spirit shroud, which takes another bonus action to cast (hopefully you get some warning before the fight) and adds 1d8 radiant, necrotic, or cold damage to every hit and has a few other effects. The best build for this is probably an 8th level Nature Cleric who wants to get as much use out of their Divine Strike as possible. I actually think this works best at low levels, when you're probably much more worried about running out of spell slots and have to rely on melee damage. Probably not worth it for Rangers, since their bonus action is already so loaded, and honestly there's usually better things to do with your bonus action for the other classes. For example, with a Nature Cleric past level 8, this also gives you a second chance to use Divine Strike if you missed with your first attack. Probably best when you have a pressing reason to make as many attacks as possible, because normally I don't think 1d6 damage alone is worth a decrease of 2 AC. If you play a Variant Human or wait until level 4, you can burn a feat on Fighting Initiate to take two-weapon fighting if you want to add your ability modifier to the off-hand weapon.Įssentially, you're giving up +2 AC from a shield and the use of your bonus action each turn, and in exchange you get an extra 1d6 potential damage each turn.

Attack with whichever is better (presumably the shillelagh if you're going with this strategy), then use your bonus action to attack with the second weapon. Turn 2: Object interaction to draw a scimitar or, for the Nature Cleric, a handaxe. Object interaction to stash your holy symbol. Turn 1: Bonus Action Shillelagh, Attack Action with your new magic club. Walk around holding your druidic focus/holy symbol and a club. (Technically anyone with Magic Initiate, Pact of the Tome Warlocks, or Bards could do it, but I haven't thought about those as much.) This could be a viable, if perhaps not optimal, approach for druids, nature clerics, or even rangers.
