stoutstien
2019-01-10, 05:26 PM
I wanted to fold the divine smite feature and smite spells into a single feature that levels up with paladin levels. So far, I have this rough draft. i apologize for the formatting but i can quite get it right on my phone.
Divine smite- any time you strike with a melee weapon you can add 1d8 radiant (same +1d8 against undead or fiend)
You can use this feature once per short rest. You gain increase uses and damage as shown on the chart below.
Smite riders- when you use the divine smite feature you can augment it by expending a spell slot. You know two of these at lv 2 and any time you gain a paladin level you can pick one you know and replace it with a new one. You must meet the level requirement of the smite to prepare it. A target can only be affective by one of these smite augments at a time.
paladin Lv 2 smites
Wrathful smite-lv 1 spell slot- v-add 1d8 psychic damage and target must make a wisdom ST or is frightened of you for a number of rounds equal to your charisma modifier. As an action, it must make a wisdom check against your spell DC to end the spell early.
Thundering smite-lv 1 spell slot-v-add 1d8 thunder damage and if target is larger or smaller, the target must pass a strength saving throw or is knocked prone and 10 feet away.
Provoking smite- lv 1 spell slot-v-add 1d8 radiant damage and target has disadvantage on attacks against any target other than you until the start of your next turn.
paladin Lv 5 smites
Flaring smite-lv 2 spell slot- v- add 2d8 radiant damage and the target is outlined in glowing light that produces bright light out to 5 feet and dim light out to 10. The target cannot turn invisible while under this effect. This effect last for a number of round equal to your charisma modifier.
Branding smite-lv 2 spell slot-v-2d8 fire damage and the target must pass a constitution saving throw at the start of each of its turn or takes an extra 1d8 fire damage. If the target passes the save the effects are suppressed until the start of its next turn. This effect last for a number of rounds equal to your charisma modifier.
Paladin Lv 9 smites
Blinding smite- lv 3 spell slot-v- 3d8 radiant damage and the target must pass a constitution saving throw or is blinded. It can repeat the saving throw at the end of each of its turns. This effect last for a number of rounds equal to your charisma modifier.
Bursting smite-lv 3 spell slot-v-2d8 radiant damage and each target of your choice within 15 feet of the target including the target must make a dexterity saving throw or take 3d8 radiant damage or save for half.
paladin Lv 13 smites
Stunning smite-lv 4 spell slot- v-4d8 psychic damage and target must make a constitution saving throw or is stunned until the end of its next turn. If the target passes the saving throw it cannot take a reaction until the end of its next turn.
Paladin Lv 17 smites
Banishing smite- lv 5 spell slot-v-5d8 force damage and of target has 50 or less hp they are banished for a number of rounds equal to your charisma modifier
all smite augments can be up cast and increase base damage by 1d8 per spell slot used.
Paladin lv Smites per short rest Smite damage Smite riders know
2 1 1d8 2
5 2 1d8 2
9 3 2d8 3
13 4 2d8 3
17 5 3d8 4
PROS:
• Smite on short rest allows more smites to be used more often even if they are out of spell slots.
• Frees up concentration and spell selection of smites to dig deeper in the spell list
• Unique riders that can activate after a hit means they are low risk spell slot usage
CONS:
• Adds another resource to track
• Reduces the all-out one round nova damage output by around 20% until around lv 13 where the variant catches up
Divine smite- any time you strike with a melee weapon you can add 1d8 radiant (same +1d8 against undead or fiend)
You can use this feature once per short rest. You gain increase uses and damage as shown on the chart below.
Smite riders- when you use the divine smite feature you can augment it by expending a spell slot. You know two of these at lv 2 and any time you gain a paladin level you can pick one you know and replace it with a new one. You must meet the level requirement of the smite to prepare it. A target can only be affective by one of these smite augments at a time.
paladin Lv 2 smites
Wrathful smite-lv 1 spell slot- v-add 1d8 psychic damage and target must make a wisdom ST or is frightened of you for a number of rounds equal to your charisma modifier. As an action, it must make a wisdom check against your spell DC to end the spell early.
Thundering smite-lv 1 spell slot-v-add 1d8 thunder damage and if target is larger or smaller, the target must pass a strength saving throw or is knocked prone and 10 feet away.
Provoking smite- lv 1 spell slot-v-add 1d8 radiant damage and target has disadvantage on attacks against any target other than you until the start of your next turn.
paladin Lv 5 smites
Flaring smite-lv 2 spell slot- v- add 2d8 radiant damage and the target is outlined in glowing light that produces bright light out to 5 feet and dim light out to 10. The target cannot turn invisible while under this effect. This effect last for a number of round equal to your charisma modifier.
Branding smite-lv 2 spell slot-v-2d8 fire damage and the target must pass a constitution saving throw at the start of each of its turn or takes an extra 1d8 fire damage. If the target passes the save the effects are suppressed until the start of its next turn. This effect last for a number of rounds equal to your charisma modifier.
Paladin Lv 9 smites
Blinding smite- lv 3 spell slot-v- 3d8 radiant damage and the target must pass a constitution saving throw or is blinded. It can repeat the saving throw at the end of each of its turns. This effect last for a number of rounds equal to your charisma modifier.
Bursting smite-lv 3 spell slot-v-2d8 radiant damage and each target of your choice within 15 feet of the target including the target must make a dexterity saving throw or take 3d8 radiant damage or save for half.
paladin Lv 13 smites
Stunning smite-lv 4 spell slot- v-4d8 psychic damage and target must make a constitution saving throw or is stunned until the end of its next turn. If the target passes the saving throw it cannot take a reaction until the end of its next turn.
Paladin Lv 17 smites
Banishing smite- lv 5 spell slot-v-5d8 force damage and of target has 50 or less hp they are banished for a number of rounds equal to your charisma modifier
all smite augments can be up cast and increase base damage by 1d8 per spell slot used.
Paladin lv Smites per short rest Smite damage Smite riders know
2 1 1d8 2
5 2 1d8 2
9 3 2d8 3
13 4 2d8 3
17 5 3d8 4
PROS:
• Smite on short rest allows more smites to be used more often even if they are out of spell slots.
• Frees up concentration and spell selection of smites to dig deeper in the spell list
• Unique riders that can activate after a hit means they are low risk spell slot usage
CONS:
• Adds another resource to track
• Reduces the all-out one round nova damage output by around 20% until around lv 13 where the variant catches up