Divine Smite: Difference between revisions

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{{:Divine Smite/CSS}}<noinclude>{{this|a class feature for classes such as [[Crusader]] (See [[Zealeous Crusade]]) and [[Paladin]] (See [[Superlative Resolve]])}}</noinclude>
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Smites work like the martial [[maneuver]]s, including having the same restrictions. In addition, you must expend [[spell point]]s to use a smite, with tier 1 using equvalent to a [[Spell level|1st-level spell]] (2 [[SP]]) and each tier requiring a higher expendure of [[spell point]]s equvalent to 1 [[spell level]] higher.  
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}}<noinclude>''This is a class feature for classes such as [[Crusader]] and [[Paladin]]''
----</noinclude>''You learn how to expend your divine power to make devastating holy strikes.''
* At 1st level, you learn one [[Divine Smite]].
* For each level (omitting 1st), you learn one new [[Divine Smite]] and may also increase an already known smite's tier level by one.


====Smite mechanic====
For each increase in [[spell level]] used (above 1st), you add an additional 1d8 of the damage type specified in the smites description, and you may also use [[spell point]]s equvalent to even higher than the tier requirement to further the smites damage. Note that you do not need to know a higher tier, to use more [[spell point]]s to further the damage.
Smites work like the martial [[maneuver]]s, including having the same restrictions. In addition, you must expend [[spell point]]s to use a smite, with tier 1 using equvalent to a [[Spell level|1st-level spell]] (2 [[SP]]) and each tier requiring a higher expendure of [[spell point]]s equvalent to 1 [[spell level]] higher. For each increase in [[spell level]] used (above 1st), you add an additional 1d8 of the damage type specified in the smites description, and you may also use [[spell point]]s equvalent to even higher than the tier requirement to further the smites damage. Note that you do not need to know a higher tier, to use more [[spell point]]s to further the damage.
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<tab name="Show Divine Smites" collapsed>
<tab name="Show List of Divine Smites" collapsed>
{| class="wikitable maneuver-table"
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! Smite !! Tier 1 !! Tier 2 !! Tier 3
! Smite !! Tier 1 !! Tier 2 !! Tier 3

Latest revision as of 16:39, 15 January 2024

This is a class feature for classes such as Crusader (See Zealeous Crusade) and Paladin (See Superlative Resolve).


Smites work like the martial maneuvers, including having the same restrictions. In addition, you must expend spell points to use a smite, with tier 1 using equvalent to a 1st-level spell (2 SP) and each tier requiring a higher expendure of spell points equvalent to 1 spell level higher.

For each increase in spell level used (above 1st), you add an additional 1d8 of the damage type specified in the smites description, and you may also use spell points equvalent to even higher than the tier requirement to further the smites damage. Note that you do not need to know a higher tier, to use more spell points to further the damage.

Smite
Tier
Spell points used Damage
Tier 1 2 SP (1st level spell) 1d8
Tier 2 3 SP (2nd level spell) 2d8
Tier 3 5 SP (3rd level spell) 3d8
8 SP (4th level spell) 4d8
13 SP (5th level spell) 5d8
21 SP (6th level spell) 6d8
34 SP (7th level spell) 7d8
55 SP (8th level spell) 8d8
89 SP (9th level spell) 9d8
Smite Tier 1 Tier 2 Tier 3
Banishing Smite
Your weapon crackles with force. Force. The target must succeed on a Will contest or be banished. While banished in this way, the target vanishes into a harmless demiplane where its incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. If the attack reduces the target to 50 hit points or fewer, the target automatically fails its Will contest. If the target is native to a different plane of existence, the target disappears, returning to its home plane. If the target is native to the plane you're on, the banishment lasts for 1 minute.
Blinding Smite
Your weapon flares with bright light. Radiant. The target must succeed on a Fortitude contest or be blinded. A blinded creature can make another Fortitude contest at the end of each of its turns. On a successful roll, it is no longer blinded. A cone of brilliant light explodes in a 10-meter-wide cone. Each creature in the cone must make the Fortitude contest. On a failed roll, a creature in the cone also takes the extra radiant damage. On a successful roll, it takes half as much damage.
Branding Smite
The weapon gleams with astral radiance as you strike. With your next attack, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 1d8 for each spell slot level. On hit the target becomes visible if it's invisible, and the target sheds dim light in a 2-meter radius and can't become invisible for 1 minute. The target is outlined in radiant light. Any attack roll against the affected creature has advantage if the attacker can see it. You know where the target is if the target is on the same plane as you. After the minute has passed, the target must make a Fortitude saving throw. On a failed save, the effect is permanent.
Divine Smite
Your weapon strikes with divine power. With your next attack, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 1d8 for each spell slot level. The damage increases by 1d8 for each spell level if the target is an undead or a fiend. The extra damage is 2d8 for each spell slot level. The damage increases by 2d8 for each spell level if the target is an undead or a fiend. The extra damage is 3d8 for each spell slot level. The damage increases by 3d8 for each spell level if the target is an undead or a fiend.
Searing Smite
Your weapon flares with white-hot intensity. With your next attack, you can expend one spell slot to deal additional fire damage to the target. The extra damage is 1d8 for each spell slot level. On hit, the target ignites in flames. At the start of each of its turns, the target must make a Fortitude saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the fire ends. If the target or a creature within 2 meters of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. On a failed save, it takes fire damage equal to the initial damage. Three fire bolts leap from the target to as many as three other targets, each of which must be within 10 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Reflex saving throw or be affected by this smite.
Staggering Smite
Your weapon pierces both body and mind. With your next attack, you can expend one spell slot to deal additional psychic damage to the target. The extra damage is 1d8 for each spell slot level. The target must make a Will saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. On a failed save, the target is knocked prone and dealt additional force damage. The extra damage is 1d8 for each spell slot level. On a failed save, the target is stunned.
Thunderous Smite
Your weapon rings with thunder that is audible within 100 meters of you. With your next attack, you can expend one spell slot to deal additional thunder damage to the target. The extra damage is 1d8 for each spell slot level. The target must succeed on a Fortitude saving throw or be pushed 5 meters away from you and knocked prone. A sphere of sonic energy explodes in a 5-meter-wide sphere. Each creature except you in the sphere must make the Fortitude saving throw. If the target fails, it's affected twice. A cone of sonic energy shoots out in a 10-meter-wide cone. Each creature in the cone must make the Fortitude saving throw. If a target is affected by the cone and the sphere, it's affected twice. The targeted creature is affected thrice.
Wrathful Smite
Your weapon breaks the weak-willed and makes the soul wither. With your next attack, you can expend one spell slot to deal additional psychic damage to the target. The extra damage is 1d8 for each spell slot level. The target must make a Will saving throw or be frightened of you for 1 minute. As an action, the creature can make a Will check against your spell save DL to steel its resolve and end the effect. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. While frightened, a creature cower in fear, becoming paralyzed. Taking damage removes the paralysis, but not the frightened condition.