You gain the following options for your smite:
Auroran Smite (3rd level). The target takes an extra 3d8 Cold damage from the attack, while the northern lights trail and dance behind your attack as rime builds up around the target and causes all surfaces in a 10-foot radius Sphere centered on the target to turn into icy Difficult Terrain. Creatures other than you who walk at least 5 feet on this surface must make a Dexterity saving throw or fall Prone. The ice melts after 1 minute of it taken any Fire damage.
Beguiling Smite (3rd level). The target takes an extra 3d8 Psychic damage from the attack as your weapon or unarmed strike glows in a pinkish hue and faint laughter can be heard. The target must make a Charisma saving throw or gain the Charmed and Incapacitated conditions for 1 minute while you maintain Concentration (as if Concentrating on a spell) as it sees a flowery fantasy land around itself. If the creature takes any damage other than Psychic damage it snaps out and the conditions end. At the end of each of the target’s turns it repeats the saving throw, ending the smite on itself on a success. If the target is a Fey it is immune to the conditions of this smite.
Blinding Smite (3rd level). The target takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition for 1 minute. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the smite on itself on a success.
Earthen Smite (3rd level). The target takes an extra 3d8 Bludgeoning damage as earthen chains wrap around the target. For the next minute the target loses its fly speed if it had any, and all other movement speeds are halved. At the end of each of its turns, the bound target makes a Strength saving throw, ending the smite on itself on a success.
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