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Returning 35 results for 'smite'.

Staggering Smite

Spells

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target

Thunderous Smite

Spells

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder

Branding Smite

Spells

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which

Banishing Smite

Spells

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.Additionally, if this

Wrathful Smite

spells

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must succeed on a

Searing Smite

Spells

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

Blinding Smite

spells

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target

Blinding Smite

Compendium - Sources->Player's Handbook

Blinding Smite 3rd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during

Divine Smite

Compendium - Sources->Basic Rules

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

Wrathful Smite

Compendium - Sources->Player's Handbook

Wrathful Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s

Divine Smite

Compendium - Sources->Player's Handbook

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

Branding Smite

Compendium - Sources->Basic Rules

Branding Smite 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this

Staggering Smite

Compendium - Sources->Player's Handbook

Staggering Smite 4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during

Thunderous Smite

Compendium - Sources->Player's Handbook

Thunderous Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this

Banishing Smite

Compendium - Sources->Player's Handbook

Banishing Smite 5th-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this

Searing Smite

Compendium - Sources->Player's Handbook

Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the

Improved Divine Smite

Compendium - Sources->Basic Rules

Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Improved Divine Smite

Compendium - Sources->Player's Handbook

Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Blackguard Legacy This doesn't reflect the latest rules and lore. Learn More

Monsters

with spell attacks). It has the following paladin spells prepared:1st level (4 slots): command, protection from evil and good, thunderous smite2nd level (3 slots): branding smite, find steed3rd

level (2 slots): blinding smite, dispel magicMultiattack. The blackguard makes three attacks with its glaive or its shortbow.Glaive. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit

Sir Godfrey Gwilym

Monsters

spellcasting ability is Wisdom (spell save DC 14). Sir Godfrey has the following paladin spells prepared:1st level (4 slots): command, divine favor, thunderous smite2nd level (3 slots): branding

smite, magic weapon3rd level (3 slots): blinding smite, dispel magic4th level (2 slots): staggering smiteMultiattack. Sir Godfrey Gwilym makes two fist attacks or two attacks with his longsword

Ziraj the Hunter

Monsters

attacks). He has the following paladin spells prepared:1st level (4 slots): command, protection from evil and good, thunderous smite2nd level (3 slots): branding smite, find steed3rd level (2

slots): blinding smite, dispel magicMultiattack. Ziraj makes three attacks with his glaive or with his oversized longbow.Glaive. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit

Dezmyr Shadowdusk

Monsters

, compelled duel, searing smite2nd level (3 slots): hold person, magic weapon3rd level (3 slots): dispel magic, elemental weapon4th level (3 slots): locate creature, staggering smite5th level (2 slots

Death Knight

Monsters

, compelled duel, searing smite2nd level (3 slots): hold person, magic weapon3rd level (3 slots): dispel magic, elemental weapon4th level (3 slots): banishment, staggering smite5th level (2 slots

Helm of the Gods

Magic Items

Athreosprotection from evil and goodEpharasanctuaryErebosinflict woundsHeliodguiding boltIroasheroismKarametragoodberryKeranosthunderous smite

KlothysentangleKruphixdissonant whispersMogishellish rebukeNyleafaerie firePharikalesser restorationPhenaxcharm personPurphorossearing smiteThassaidentify

Arkhan the Cruel

Monsters

, branding smite (at 4th level), revivify1/day each: geas, raise deadSpecial Equipment. Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on

, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as

Zalthar Shadowdusk

Monsters

, compelled duel, searing smite2nd level (3 slots): hold person, magic weapon3rd level (3 slots): dispel magic, elemental weapon4th level (3 slots): locate creature, staggering smite5th level (2 slots

Firefist

Monsters

of faith2nd level (3 slots): lesser restoration, scorching ray3rd level (3 slots): blinding smite, crusader's mantle, revivify4th level (3 slots): banishment, wall of fire5th level (1 slot

Bone Knight

Monsters

(4 slots): command, compelled duel, hellish rebuke, wrathful smite2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with

Mordakhesh

Monsters

). Mordakhesh can innately cast the following spells, requiring no material components:At will: chromatic orb (see “Actions” below), detect thoughts, disguise self1/day each: banishing smite

, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeingLimited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be

Rak Tulkhesh

Monsters

(spell save DC 24). He can innately cast the following spells, requiring no material components:At will: detect thoughts, dispel magic, spirit guardians1/day each: banishing smite, blinding smite

, staggering smiteLegendary Resistance (3/Day). If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.Magic Resistance. Rak Tulkhesh has advantage on saving throws against spells and

Donaar Blit'zen

Monsters

with spell attacks). He has the following paladin spells prepared:1st level (4 slots): command, compelled duel, cure wounds, wrathful smite2nd level (2 slots): aid, branding smite, lesser restoration

Blackguard

Monsters

hanging from a chain around the blackguard’s neck8Glaive adorned with a length of cloth bearing the words “I choose violence”Smite. Immediately after the blackguard

Archon of the Triumvirate

Monsters

its steed and mounts it as long as the archon and its steed are on the same plane of existence.Smite (Costs 2 Actions). The archon makes a Hammer of Justice attack, and then its mount can use its

Necklace of Prayer Beads

Magic Items

) or lesser restoration13-16FavorGreater restoration17-18SmitingBranding smite19SummonsPlanar ally20Wind walkingWind walk

Donjon's Sundering Sphere

Magic Items

advantage on saving throws against spells or effects that would send you to an extradimensional space, a demiplane, or another plane of existence against your will.Isolating Smite. When you hit a

smite - Search - D&D Beyond (2024)
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