Elemental Smite

by Gannoh2

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Elemental Smite

2nd-level Paladin optional feature, which replaces the Divine Smite feature

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra 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 undead or a fiend, to a maximum of 6d8.

The extra damage stems from pure elemental power and ignores resistance and immunity, unless the target has resistance or immunity to all types of damage. Choose one of the options below for determining the type of extra damage you deal.

Cloud Riders deal slashing damage with shearing gales.

Earth Champions deal piercing damage with jagged rocks and crystals.

Flame Wardens deal fire damage.

Frost Guards deal cold damage.

Storm Knights deal half lightning and half thunder damage.

Wave Rangers deal bludgeoning damage with crushing blasts of water.

Elemental Partisan

If you want to play a paladin that battles against the forces of rival elements, replace "undead" in the Divine Sense and Elemental Smite features with "elemental."

Art Credit: Eric Deschamps, Jessica Suthi

 

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