Smite 5e
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Whatever their divine-driven quest, Paladins can call upon the power of their deity to Smite their enemies in a magical display that could do anything from banish to outright destroy them. As a Paladin gains levels, they will gain access to a variety of Smite spells. While each of them has at least some value, there is one particular option that stands heads above the rest. Though there is clearly a best option when it comes to the Smite spells, there are other options worth adding to any Paladin's arsenal. Banishing Smite, for example, can help level the playing field by removing one enemy from combat and sending them to another plane of existence for up to a minute. A minute may not see like long, but it equals 10 rounds of combat, and a lot can happen in that time.
Smite 5e
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As the Paladin walks through the village's purportedly haunted graveyard in the twilight of dusk, the ground shifts beneath their feet. Hands covered in rotting flesh reach from the earth. In gleaming plate mail armor, the Paladin draws the greatsword passed through generations, kneels, and says a prayer to the Maimed God. The weapon glows with holy fire, and its weight comes crashing down on the first of the undead monsters and it cleaves the lost souls in twain. The biggest draw to playing the Paladin class is the unparalleled single strike damage capabilities of Smite spells. Today, we'll take a look at each of the Smite options available to Paladins and distinguish which ones stand head and shoulders above the rest. The one-shot potential of the paladin class is something to be thoroughly enjoyed.
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Smite 5e
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. Oh, and do some low-key debunking of the claim Divine Smite is overpowered and in need of a nerf. In DnD 5e, Divine Smite is a 2nd-level Paladin feature that deals an additional 2d8 9 average radiant damage to a target that you hit with a melee weapon attack. You must expend a 1st-level spell slot to do so. This damage scales by 1d8 4. Divine Smite deals an additional 1d8 damage if the target is undead or a fiend. This does not require expending a spell slot, and this damage stacks with regular Divine Smite damage, if you use the 2nd-level feature. You choose to use Divine Smite after an attack hits. Critical hits double the amount of Divine Smite dice you roll. So, for example, if you used a 1st-level spell slot to use Divine Smite, it would deal 4d8 radiant damage instead of 2d8.
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The only way to shrug off the effect is to take an action to make another Wisdom save, otherwise they find themselves at disadvantage on virtually everything. Community Toggle Dropdown. Deal extra damage with Searing Smite by upcasting it at higher spell levels. Branding Smite has some niche cases where the dim light clause is super relevant, but most of the time you'll be using this smit e for the extra radiant damage. You must cast Searing Smite before knowing whether an attack will hit. This fourth level evocation spell costs a bonus action to cast and infuses your next weapon attack with an additional 4d6 psychic damage. Click here to toggle editing of individual sections of the page if possible. Learn why people trust wikiHow. Advertisement Create a free account. This image may not be used by other entities without the express written consent of wikiHow, Inc. Searing Smite lets the caster deal 1d6 fire damage with a melee attack. Include your email address to get a message when this question is answered.
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. Marketplace Toggle Dropdown. Additionally, the target must make a strength saving throw equal to your spell save DC or be pushed 10 feet away from you and knocked prone. Cyberpunk RED by R. It deals an extra d6 of damage per level 1d6 at level 1, 2d6 at level 2, and so on. Submit a Tip All tip submissions are carefully reviewed before being published. By continuing to use our site, you consent to our use of cookies. While each of them has at least some value, there is one particular option that stands heads above the rest. Everything You Need To Know. Create an account. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
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