Image promptgnarled quarterstaff imbued with nature power, glowing green-gold veins along the wood, sprouting bark thorns and living tendrils, translucent violet force flare on impact, crushed mistletoe sprig smoking with sap-light, druid gripping weapon, backlit primal rim-glow, gloom around, dramatic close shot, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition
CantripTransmutationDruid

Cantrip Transmutation

  • Casting Time: Bonus Action
  • Range: Self
  • Components: V, S, M (mistletoe)
  • Duration: 1 minute

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. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Cantrip Upgrade.