Smite Options v1.0.0 #


Smite Spells have been altered and are now Smite Options which can be found in the Smite Options table. You can use one Smite Option when you activate your Divine Smite feature, and a Smite Option can only be used if you expend the listed amount of Divine Wrath dice required by that option.

Smite Options table #

Name Minimum Required Divine Wrath dice Effect
Thunderous Smite 1 die Your weapon rings with thunder that is audible within 300 feet of you, and the Damage Type of your Divine Smite becomes Thunder Damage. Additionally, if the target is a Creature, it must succeed on a Strength Saving Throw or be pushed 10 feet away from you and knocked Prone.
Wrathful Smite 1 die Your weapon exudes menacing energy, and the Damage Type of your Divine Smite becomes Psychic Damage. Additionally, if the target is a Creature, it must make a Wisdom Saving Throw or be Frightened of you for 1 minute, repeating its save at the end of each of its turns.
Searing Smite 1 die Your weapon flares with white-hot intensity, and the Damage Type of your Divine Smite becomes Fire Damage and causes the target to ignite in flames. At the start of each of its turns until the effect ends, the target must make a Constitution Saving Throw. On a failed save, it takes 1d6 Fire Damage. On a successful save, the effect 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 effect ends. The effect has a duration of 1 minute.
Branding Smite 2 dice Your weapon gleams with astral radiance as you strike. 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.
Blinding Smite 3 dice Your weapon flares with bright light, and the target must succeed on a Constitution saving throw or be blinded for 1 minute, repeating its save at the end of each of its turns.
Staggering Smite 4 dice Your weapon pierces both body and mind, and the Damage Type of your Divine Smite becomes Psychic Damage. 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.
Banishing Smite 5 dice Your weapon crackles with force, and the Damage Type of your Divine Smite becomes Force Damage. Additionally, if this Attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the Creature vanishes into a harmless demiplane. While there, the target is Incapacitated. It remains there until the effect ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. The effect lasts for 1 minute or until ended early at will.