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Paladin/Paladins Smite

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Version vom 24. April 2026, 15:47 Uhr von Admin (Diskussion | Beiträge) (Bulk class-family migration from WikiJS markdown)
(Unterschied) ← Nächstältere Version | Aktuelle Version (Unterschied) | Nächstjüngere Version → (Unterschied)
Übersicht Feats Fighting Styles Subklassen Paladin's Smite

1st Level Smites

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 1d8 Lightning damage from the attack and is unable to use reactions until the end of their next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 2d8 Cold damage from the attack and must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 2d8 Necrotic damage from the attack. The damage increases by 1d8 if the target is a Celestial or a Fey.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: 1 minute

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

Level 1 ![necromancy.png](/schools/necromancy.png) Necromancy

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 1d8 Necrotic damage from the attack. You recover Hit Points equal to half of the necrotic damage dealt (rounded up).

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Level 1 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an additional 2d12 Poison damage and must succeed on a Constitution saving throw or be Poisoned until the end of their next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 1.

Level 1 ![enchantment.png](/schools/enchantment.png) Enchantment

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: 1 minute

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

2nd-Level Smites

Level 2 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 2d8 Lightning Damage. Lightning arcs off the target to one creature of your choice within 15 feet of it. The creature must make a Dexterity saving throw or take 1d8 Lightning damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Level 2 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 2d8 Fire damage and all creatures other than yourself and your target in a 10-foot Emanation must make a Dexterity saving throw or take the same damage. On a success a creature only takes half damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Level 2 ![transmutation.png](/schools/transmutation.png) Transmutation

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. For up to one minute, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Level 2 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free Action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 6d4 Acid damage. If the target isn't wearing armor, this damage increases to 8d4.

Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 2.

3rd-Level Smites

Level 3 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: 1 minute

The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

Level 3 ![necromancy.png](/schools/necromancy.png) Necromancy

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: 1 minute

The target hit by the strike takes an extra 3d8 Necrotic damage from the attack, and the target cannot regain Hit Points until the spell ends, as its flesh festers and refuses to repair. At the end of each of its turns, the target makes a Constitution saving throw, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

Level 3 ![enchantment.png](/schools/enchantment.png) Enchantment

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target hit by the strike takes an extra 4d6 Psychic damage from the attack. The target must make a Wisdom saving throw. On a failed save it has disadvantage on attacks against creatures other than you until the end of its next turn.

Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 3.

Level 3 ![enchantment.png](/schools/enchantment.png) Enchantment

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target hit by the strike takes an extra 4d6 Psychic damage from the attack. The target must make a Wisdom saving throw. On a failed save its speed is halved and it can only take an action or bonus action on its next turn.

Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 3.

Level 3 ![conjuration.png](/schools/conjuration.png) Conjuration

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 2d8 Force damage. You can then teleport up to 30 feet to an unoccupied space around the target that you can see.

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 4.

4th-Level Smites

Level 4 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 4d8 Thunder damage from the attack, and if the target is concentrating on a spell or effect, their concentration immediately ends.

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 4.

Level 4 ![enchantment.png](/schools/enchantment.png) Enchantment

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.

Level 4 ![evocation.png](/schools/evocation.png) Evocation

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The target takes an extra 4d8 Lightning damage from the attack. Until the end of your turn you can use your bonus action to make a weapon attack.

Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.

5th-Level Smites

Level 5 ![conjuration.png](/schools/conjuration.png) Conjuration

  • Casting Time: Free action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.