So, why is it recommended to only use the different versions of S M I T E ? Shouldn't the paladin's spellcasting list be bigger than that? If it's really just those smites and some useless other skills, then why should the Paladin even be a half-spellcaster?! REEEEEEEEE
It's not recommended to only use different versions of smite. It is recommended that you prepare some for extra damage and versatility. What skills are you referring to as useless. Most all what a paladin brings to the table isnt useless at all.
Most spells are just fluff or entirely bad. 1st level spells that are bad and/or fluff: Command, Compelled Duel, the Detect skills, Heroism, Protection from Good and Evil, Purify Food and Drink. And that makes up most of the spell list at 1st level.
You clearly haven't played much of paladin if you think those spells are fluff or entirely bad. While I might agree some are somewhat situational (Detect poison and disease), they can come up depending on the campaign you are playing. The fact you think excellent buff spells like heroism (which is basically as long as you have it up on yourself, you are reducing incoming damage by your cha mod every round which helps increase your durability) or Protection from Evil and Good (Against most of the nasty creature types, many of which are common like undead, you get a free dodge every turn. Math wise that's worth around a +5 or 6 AC) are bad means you are either in a boring as hell campaign, or haven't looked at what campaigns play like. Paladins have a lot of utility spells, defensive buffs, or some half decent debuffs on early levels because damage wise their smite class feature can do most of the damage they need even to higher levels. They aren't full casters like clerics who need to rely on burning spell slots on things like guiding bolts or spirit guardians, they just throw down a buff or debuff as they run up towards the opponent and proceed to drop a radiant nuke on the face of whatever unfortunates pissed on their jesus toast.
As Minokethewise has already laid out the paladin spells are very versatile.
To caveat on Protection from Evil and Good this puts Fey, Fiends, Celestials, Abboritions, Undead, and Elementals at disadvantage on attacks against you as well as making you immune from charms, frighten, and possession from these creatures. In other words there are 14 creature types and D&D. You just put nearly half at disadantage.
That's only one spell. I henrallybplay Devotion Paladins myself and this spell for them becomes permanent at lvl 15.
Command you can tell creatures to do many things in a single word. It takes a creative mind to use it.
Compel Duel is awesome for getting a single boss to target you well the rest of the party cleans up minions.
Purify Food and Water.... well Paladins may be immune from Disease the rest of the Party is not. Sometimes if you're playing the D&D as intended characters have to eat and drink water. Diseases can be nasty.
Detect Evil. My god this ability is so useful for finding Undead not behind total cover. It can prevent you from walking into ambushes, detect invisible creatures like imps, etc.
So, why is it recommended to only use the different versions of S M I T E ? Shouldn't the paladin's spellcasting list be bigger than that? If it's really just those smites and some useless other skills, then why should the Paladin even be a half-spellcaster?! REEEEEEEEE
It's not recommended to only use different versions of smite. It is recommended that you prepare some for extra damage and versatility. What skills are you referring to as useless. Most all what a paladin brings to the table isnt useless at all.
Most spells are just fluff or entirely bad. 1st level spells that are bad and/or fluff: Command, Compelled Duel, the Detect skills, Heroism, Protection from Good and Evil, Purify Food and Drink. And that makes up most of the spell list at 1st level.
You clearly haven't played much of paladin if you think those spells are fluff or entirely bad. While I might agree some are somewhat situational (Detect poison and disease), they can come up depending on the campaign you are playing. The fact you think excellent buff spells like heroism (which is basically as long as you have it up on yourself, you are reducing incoming damage by your cha mod every round which helps increase your durability) or Protection from Evil and Good (Against most of the nasty creature types, many of which are common like undead, you get a free dodge every turn. Math wise that's worth around a +5 or 6 AC) are bad means you are either in a boring as hell campaign, or haven't looked at what campaigns play like. Paladins have a lot of utility spells, defensive buffs, or some half decent debuffs on early levels because damage wise their smite class feature can do most of the damage they need even to higher levels. They aren't full casters like clerics who need to rely on burning spell slots on things like guiding bolts or spirit guardians, they just throw down a buff or debuff as they run up towards the opponent and proceed to drop a radiant nuke on the face of whatever unfortunates pissed on their jesus toast.
Yeah, I admit I'm a complete noob at DnD, so I didn't fully understand the use of the Paladin's spell list. My bad.
As Minokethewise has already laid out the paladin spells are very versatile.
To caveat on Protection from Evil and Good this puts Fey, Fiends, Celestials, Abboritions, Undead, and Elementals at disadvantage on attacks against you as well as making you immune from charms, frighten, and possession from these creatures. In other words there are 14 creature types and D&D. You just put nearly half at disadantage.
That's only one spell. I henrallybplay Devotion Paladins myself and this spell for them becomes permanent at lvl 15.
Command you can tell creatures to do many things in a single word. It takes a creative mind to use it.
Compel Duel is awesome for getting a single boss to target you well the rest of the party cleans up minions.
Purify Food and Water.... well Paladins may be immune from Disease the rest of the Party is not. Sometimes if you're playing the D&D as intended characters have to eat and drink water. Diseases can be nasty.
Detect Evil. My god this ability is so useful for finding Undead not behind total cover. It can prevent you from walking into ambushes, detect invisible creatures like imps, etc.
oh sheet i underestimated everything