Can a Bladesinger Wizard cast Shillelagh, Magic Stone, or Mending with their Extra Attack feature?

The Bladesigner Wizard’s Extra Attack feature reads:

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Notably, all but three cantrips have a casting time of 1 Action. Two cantrips, shillelagh and magic stone, have a casting time of 1 Bonus Action, and the cantrip mending has a casting time of 1 minute.

Can these cantrips be cast with the Bladesinger’s Extra Attack feature, despite not having casting times of 1 Action? And particular to mending, does it take effect immediately, or does it still take a minute to complete casting?

(Nevermind how our Wizard learned shillelagh or magic stone, perhaps they took a 1 level dip into druid when they went hiking during a gap year in their studies.)

Does making a melee weapon attack with Shillelagh still counts as a Strength-based attack?

Playing a melee Circle of Spores Druid and wanting to use that 1d6 extra damage I’d get if I cast Guardian of Nature and take the Primal Beast form. Here are the relevant texts from each spells:

Shillelagh
"…For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon…"

Guardian of Nature
"Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit."

I know the Great Tree form specified Wisdom-based attack rolls, but would it be out of the question if the benefits from the Primal Beast form would apply to melee weapon attacks despite under the effect of Shillelagh?

Does Shillelagh affect a quarterstaff’s versatile damage?

I was looking at Shillelagh, which includes the following effects.

The wood of a club or quarterstaff you are holding is imbued with nature’s power.

the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. (PHB, pg. 275)

Now, the club is fine, it just goes from a 1d4 to a 1d8. However, a quarterstaff does 1d6 and has versatility, letting you wield it two-handed for 1d8.

Since Shillelagh increases the quarterstaff’s base damage to a 1d8, would it be feasible to say that the versatile damage increases to a 1d10?

I’m basing this off the fact that all weapons that do 1d8 damage and have the versatile property (battleaxe, longsword, warhammer) all have their versatile damage as a 1d10 (PHB, pg. 149).

With shillelagh, do you have to use your spellcasting modifier?

Shillelagh states "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."

Does this mean you have to use the spellcasting ability, even if Strength is higher? I interpret "can" as giving you the option.

What is my attack bonus and damage bonus with Shillelagh?

The description of the shillelagh cantrip says:

The wood of 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. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

I have a quarterstaff (typically 1d6). My Strength modifier is -1, my proficiency bonus is +2, and my Wisdom modifier is +4.

With shillelagh, does the damage roll become 1d8+4?

What does my attack bonus become? Is it still +1 (-1+2)? Or do I use my WIS for that so my attack bonus becomes +6?

If the Shillelagh cantrip is applied to a club with non-standard damage dice, what is the resulting damage dice?

Let’s suppose, for the sake of argument, this weapon exists in a campaign:

Unusual Club of Unusualness

Simple Melee Weapon (Club), rare

Weight: 2 lbs.
Damage: 2d4 bludgeoning
Properties: Light

The Shillelagh spell is explicitly described as:

[…] 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. […]

Shillelagh, Player’s Handbook, pg. 275

If the Shillelagh spell is applied to this specific weapon, does the damage become 1d8 or 2d8?

Does grappling an Animated Object let you cast Shillelagh on it?

I was looking at shillelagh whose description states (emphasis mine):

The wood of a club or quarterstaff you are holding is imbued with nature’s power… The spell ends if you cast it again or if you let go of the weapon.

And then looking at animate objects whose description states:

Each target animates and becomes a creature…

Shillelagh ends when you let go of the weapon (which is now a creature) and the rule on “Moving Around Other Creatures” states:

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

In order to cast shillelagh then, you would need both of the following to be true:
You are holding the animated object.
You are not in the same space as the animated object.

One way I thought this might be possible is if you grappled the animated object, so that you are not in its space but arguably holding (not wielding) it.

Does grappling an animated object let you cast shillelagh on it?

How do the spells Animate Objects and Shillelagh interact?

I was looking at shillelagh whose description states (emphasis mine):

The wood of 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. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

And then looking at animate objects whose description states:

Each target animates and becomes a creature…

And later lists different object stat blocks, including their attacks.

A number of questions came to mind:
Can you use your spellcasting ability for the animated object’s attacks?
Does shillelagh changing the damage die affect the animated object’s statblock?
And also whether or not this is even possible as shillelagh ends when you let go of the weapon (which is now a creature) and the rule on “Moving Around Other Creatures” states:

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

What happens when you cast animate objects on a weapon affected by shillelagh?

Character Optimization: Shillelagh Whirlwind

I’d like to optimize my character concept:

I want my main damage source to be a Shillelagh’d weapon and squeeze that source for all it’s worth.

Table character limitations:

  • Character is level 5
  • Point buy for level 1 ability scores
  • No multiclassing allowed
  • Variant Humans and Duergar are banned
  • Each character gets a free feat at level 1, provided they qualify for that feat at level 1
  • All official sources are allowed and can be mixed, but UA is only allowed on a per case basis (so preferably not used), no homebrew

Optimization Goals:

  • Highest average damage per round possible, using Shillelagh
  • Secondary goal is highest effective number of hit points, assuming a well mixed pool of damage sources

Bonus points for:

  • Not using UA
  • Actually having a use for my Wisdom score besides whacking with Shillelagh

So far I have:

  • Hill dwarf for the juicy Con and Wis + free HP
  • Go Fighter, archetype Champion for extra attack DPR and heavy armor + shield + armored fighting style
  • Take Magic Initiate feat level 1 for Shillelagh + absorb elements
  • Pump Wis with ASI