You gain the following options for your smite:
Corrosive Smite (2nd level). The target takes an extra 2d6 Acid damage from the attack. If the target is wearing metal armor or is made of metal, it starts corroding. For the next minute, while you maintain Concentration (as if Concentrating on a spell), the target gains a cumulative -1 penalty to its Armor Class at the start of each of its turns, if this penalty exceeds -5, the armor breaks if it is wearing armor. If it is made of metal it cannot exceed a penalty of -5. The target makes a Constitution saving throw at the start of each of its turns, ending the smite on itself on a success. A Mending spell can revert the cumulative penalty.
Shining Smite (2nd level). The target takes an extra 2d6 Radiant damage from the attack. For the next minute while you maintain Concentration (as if Concentrating on a spell), 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.
Sickening Smite (2nd level). The target takes an extra 2d6 Poison damage from the attack. For the next minute, the target has the Poisoned condition and makes a Constitution saving throw at the start of each of its turns, ending the smite on itself on a successful save. While Poisoned in this way, the target takes 1d6 Poison damage at the end of each of its turns.
Smite of the Depths (2nd level). The target takes an extra 2d6 Cold damage from the attack. For the next minute, the target has the Restrained condition as spectral tentacles grab a hold of them. At the end of each of its turns, the target makes a Strength saving throw, ending the smite on itself on a successful save.
Previous Versions
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5/3/2025 5:38:19 PM
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1.0
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Coming Soon
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