Expanded Smites

Arcane Smite

Optional Feature, Replaces Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage.

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. The damage increases by 1d8 if the target is an aberration or an elemental, to a maximum of 6d8.

Profane Smite

Optional Feature, Replaces Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage.

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. The damage increases by 1d8 if the target is a celestial or a fey, to a maximum of 6d8.

Enhanced Smite

Optional Feature, Replaces Improved Divine Smite
By 11th level, you are so in tune with your oath that all your melee weapon strikes carry power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. The damage type is determined by your Smite feature, as shown below:

Smite Feature Damage Type
Arcane Smite Force
Divine Smite Radiant
Profane Smite Necrotic

Alternatively, choose one of the following spells. You can cast the chosen spell without expending a spell slot. However, when cast in this way, any damage dealt only equals your proficiency bonus.

The damage of the searing smite spell, both its inital damage and the damage of its secondary effect, are instead both reduced to equal half your proficiency bonus (rounded down, minimum of 1).

  • corrosive smite
  • glacial smite
  • searing smite
  • shocking smite
  • thunderous smite
  • venemous smite

Quick Smites

You can choose to cast a Smite spell without needing concentration. However, when cast in this way, the spell is conferred to your next attack roll, hit or miss, and the target suffers no secondary effects on a hit, only taking the initial damage of the spell.

Corrosive Smite

1st-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon corrodes away at their defenses, and the attack deals an extra 2d6 acid damage to the target. In addition, the target takes a -1 penalty to their Armor Class until the spell ends.

An affected target can make a Constitution saving throw at the end of each of its turns, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Glacial Smite

1st-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin, Ranger

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon carries an ice-cold blast of wind with it, and the attack deals an extra 2d6 cold damage to the target and coats them in icy crystals.

For the next minute, the target’s movement speed is reduced by 10 feet. It can make a Constitution saving throw at the end of each of its turns, shaking off the crystals and ending the spell on a success. In addition, if the target takes any amount of fire damage, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

 

 

Searing Smite, Revised

1st-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin, Ranger

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target takes 1d6 fire damage. 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Shocking Smite

1st-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin, Ranger

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon crackles with electricty, and the attack deals an extra 2d6 lightning damage to the target. In addition, the target cannot take reactions until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Venemous Smite

1st-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin, Ranger

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon blights the target with weakening poison, and the attack deals an extra 2d6 poison damage to the target. In addition, the target suffers disadvantage on ability checks until the spell ends.

An affected target can make a Constitution saving throw at the end of each of its turns, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Draining Smite

2nd-level necromancy

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon saps the target’s very life force, and the attack deals an extra 2d6 necrotic damage to the target. You gain temporary hit points equal to the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Blazing Smite

3rd-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon roars with divine flames, and the attack deals an extra 2d6 fire damage and 2d6 radiant damage to the target and causes the target to ignite in holy flames.

At the start of each of its turns until the spell ends, the target takes 1d6 fire damage and 1d6 radiant damage. 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the both instances of the initial extra damage dealt by the attack increase by 1d6 for each slot.

 

 

Freezing Smite

3rd-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon carries an icy burst of energy with it, and the attack deals an extra 3d8 cold damage to the target.

In addition, the target must make a Strength or Dexterity saving throw (target’s choice). On a failed saving throw, the target is coated in a thick layer of ice. For the next minute, the target is considered restrained. It can make a Strength saving throw at the end of each of its turns, breaking the ice and ending the spell on a success. In addition, if the target takes any amount of fire damage, they have advantage on the next saving throw they make against the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot.

Spellbreaking Smite

3rd-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon hinders their ability to concentrate, and the attack deals an extra 2d8 psychic damage to the target.

In addition, the target suffers disadvantage on saving throws made to maintain concentration while the spell lasts, and the next time the target attempts to cast a spell, they must make a Wisdom saving throw. On a failure, the target’s spell fails and has no effect, and this spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot.

Petrifying Smite

5th-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute
Spell Lists:
Paladin

The next time you hit a creature whose body is made of flesh with a melee weapon attack during the spell’s duration, your weapon causes their flesh to harden, and the attack deals an extra 3d8 thunder damage to the target.

In addition, the target must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot.