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Paladin is hitting an undead creature (say, a vampire), and lands a critical hit. The Paladin chooses to make this hit a Divine Smite, and spends the highest-level slot he possesses (at 11th level, this would be a 3rd level slot). A 3rd level slot would give 2d8 (base) + 2d8 (2 levels higher than 1st) = 4d8 bonus damage; however, because the ...
So the paladin have its limited usages of smite. But say the pally has 2 attacks and halberd feat so 3 attacks. And if lucky get the reaction attack aswel thats 4 attacks that round. Can he add smites to all those 4 attacks? So using 4 spell slots and have a huge attack total? Wondering since...
I was curious about why the Paladin class doesn't have the Archery fighting style, and why Smite only works with melee weapons, so I posed the question to Mike Mearls on Twitter whether that was flavor or game balance. And he answered! I have a couple thoughts--1. First, it is so cool that Mike answers questions on Twitter. What a mensch. 2.
Divine Smite: The target takes an extra 1d8 radiant damage, plus an additional 1d8 radiant damage per level of the spell slot expended. If the target is a fiend or an undead, it takes a further additional 1d8 radiant damage. Searing Smite: The target takes an additional 1d6 fire damage per spell slot level, and it starts Burning for 1 minute ...
Adventurer. Jun 4, 2015. #1. The description of the paladin's smite class feature contains this sentence: "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." So this gives us a 2d8 for 1st lvl slot, 3d8 for 2nd, 4d8 for 3rd, 5d8 for 4th, and 5d8 for 5th.
If so, it would explain the many stories about huge Divine Smite critical hits. Makes sense that you'd expend the spell slots when rolling a 20. With a longsword in level 2 and expending a slot, I'd be critting for 6d8 damage. Seems slightly overpowered too, however, so I was wondering how others are using Divine Smite.
So, the big change is Divine Smite has been codified as an actual Paladin Spell. This opens up some fun, like using charging up Rings of Spell Storing with Smites. It also eliminates the additional ruling about how you can't cast a spell (especially a Smite spell) and use Divine Smite together in a much cleaner way.
Divine Smite will burn slots very quickly. Hexblade gives 4 Invocations, a Pact Boon, +8 Sorcery Points per short rest (!), for -1 cantrip, -1 ASI/Feat, no War Magic , no Action Surge , no Fighting Style and no Second Attack ( Shadow Blade is not a Pact Weapon) so very Twincast dependent.
The saves make you and your allies a lot more survivable. The saves also help youmaintain concentration spells like bless or wrathful smite. Paladins have a number of strong debuff smite spells that can be used with their attacks. These spells are after overlooked and underrated. The increased spell save DC significantly improves these spells.
Legend. Oct 28, 2019. #2. Not familiar with Tunnel Fighter, but the paladin has only one major weakness: fighting at range. Flying creatures and blocking terrain absolutely ruin their combat, because they lack any significant ranged attacks. Even Dex based paladins suffer this issue, as you can't smite at range.