Level 2: Smite Image
Prerequisite: Requires 2 levels or more in Paladin
 

Once on a turn, you can expend a spell slot (the minimum level of which is given next to the name of the smite) when you hit a creature with a Melee weapon or an Unarmed Strike to deal one of the following effects. Any Saving Throw is against your Spell Save DC.

Divine Smite (1st level). 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.

Flourishing Smite (1st level). The target takes an extra 2d6 Lightning damage from the attack, as you teleport to another unoccupied space within 5 feet of the target. If you attack the target again before the end of your current turn, that attack is made with Advantage.

Searing Smite (1st level). The target takes an extra 1d6 Fire damage. At the start of each of its turns for the next minute, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the smite continues. On a successful save, the smite ends.

Thunderous Smite (1st level). The target takes an extra 2d6 Thunder damage as your strike rings with thunder that is audible within 300 feet of you. 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 as well as the Deafened condition until the start of your next turn.

Wrathful Smite (1st level). The target takes an extra 1d6 Necrotic damage and it must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target repeats the save, ending the smite on itself on a success.

For any smite, you can increase the number of dice by 1 dice per higher level Spell Slot expended above 1.

Level 2: Smite Image

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