D&D 5E What's Divine Smite Worth?


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It's similar to spells. Are you saying trade it in for some other "spell" like,Cure Wounds? It would be like always having something memorized.
 

It's basically the generic version of those fancy smite spells paladins have. As long as it's replaced with an ability no stronger than a 1st-level spell that costs as much as a spell slot to use (or just costs a spell slot period), it should be fine.
 

It's a particularly great spell. Decent damage per level used of a rarely resisted type that never misses.
 

It's basically the generic version of those fancy smite spells paladins have. As long as it's replaced with an ability no stronger than a 1st-level spell that costs as much as a spell slot to use (or just costs a spell slot period), it should be fine.

I'd argue it's not generic at all. The free action usage gives it the potential to wreck the action economy harder than any spell.

If the goal is to reign in Divine Smite so Paladins stop being the burst damage kings, I suggest simply inserting a "once per turn" limitation on the ability.
 

Disagree with the people who say it's like a spell. Sure, barbarian HP "could" be a spell, but this isn't like any spell. You can use it any number of times during a round up to your attacks that hit and also cast it on other people's turn when you hit with an Attack of Opportunity. It's only used after you hit, and at that point you determine how much you want to add, if any. It stacks with all those nice smite spells. It does better damage than any other low level slot (2d8 to 3d8 without to hit roll or save) but doesn't do it's scaling as much with high level slots, but rather with more attacks. Sorry, but any of these don't fit 5e spells, all together just say "this is not a spell" in big blinking pink ASCII letters five feet tall.

Anyway, to break it out, between this, extra attack, and the extra damage to every attack gained later are what give the paladin his striker capability, with divine smite being a large portion (and possibly the largest portion if you have bonus attacks from another source like a feat or someone else hasting you).

If you take this away, you'll be taking a good chunk of their offense. If you make the smite spells free actions to cast instead of bonus actions you can make up for it to a lesser degree, but that's still once a round and not on AoO (or not during the round and hope for an AoO).

If you want the same balance, you need a daily-limited boost the the paladin damage output. And if you're doing that, it makes me wonder why you took it out to just put it back in.
 

If you were to design a Paladin without Divine Smith, what ability would you replace it with?
Thinking about the design intent of Divine Smite, it's basically a damage boost that is at its useful against one isolated monster. The replacement ability would probably vary with WHY I wanted to remove Divine Smite.

Because I don't want a paladin dealing that damage? Maybe replace it with a Divine Shield that lets them protect their ally, or something that imposes a condition on the enemy (like Blinded) that requires concentration to maintain.

Because I want them to be more useful against groups? Maybe replace it with a Divine Aura that deals damage to nearby creatures.

Kind of depends on why I'm ditching it!
 


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