Divine Smite

From Kronopolis and the Flat Plane
Revision as of 18:15, 14 January 2023 by Wioum (talk | contribs)

This is a class feature for classes such as Crusader and Paladin

Starting at 1st level, you learn how to expend your divine power to make devastating holy strikes. For each level, including 1st level, you learn new holy maneuvers, smites, and may increase a smite's tier level by one. These work like the martial maneuvers, including having the same restrictions.

Divine Smite List

Smite Tier 1 Tier 2 Tier 3
Banishing Smite
Your weapon crackles with force.
With your next attack, you can expend one spell slot to deal additional force damage to the target. The extra damage is 1d8 for each spell slot level. The target must succeed on a Charisma saving throw 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 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. If the attack reduces the target to 50 hit points or fewer, the target automatically fails its Charisma saving throw.
Blinding Smite
Your weapon flares with bright light.
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 target must succeed on a Constitution saving throw or be blinded. A blinded create can make another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. A cone of brilliant light explodes in a 30-foot-wide cone. Each creature in the cone must make the Constitution saving throw. On a failed save, a creature in the cone also takes the extra radiant damage. On a successful save, 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 5-foot 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 Constitution 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 Constitution 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 5 feet 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 30 feet 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 Dexterity saving throw or be affected by Searing 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 Wisdom 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 300 feet 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 Strength saving throw or be pushed 10 feet away from you and knocked prone. A sphere of sonic energy explodes in a 10-foot-wide sphere. Each creature except you in the sphere must make the Strength saving throw. If the target fails, it's affected twice. A cone of sonic energy shoots out in a 30-foot-wide cone. Each creature in the cone must make the Strength 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 Wisdom saving throw or be frightened of you for 1 minute. As an action, the creature can make a Wisdom check against your spell save DC 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.