5e SRD >Spells >

Crusader’s Smite

1st-level evocation

Casting Time:1 Bonus Action

Range:Self

Components:V

Duration:Concentration, up to 1 minute

You speak your sworn oaths, channeling your divinity. The next time you strike a creature with a melee weapon attack during the duration of the spell, your weapon flares with holy power. When you first learn this spell, you decide on the nature of your Crusader’s Smite. Make this decision based on your sacred oath and your character’s background.

  • Searing Smite. Your attack deals an extra 1d8 fire damage. The target ignites into flames and at the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a successful save, the spell ends; on a fail, the target takes 1d6 fire damage. The flames can be doused by the target or another creature by spending an action.
  • Thunderous Smite. A loud peal of thunder is heard within 300 feet of you. Your attack deals an extra 1d8 thunder damage and the target is deafened for the duration of the spell. In addition, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
  • Wrathful Smite. Your attack deals an extra 1d8 radiant damage. If the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.

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Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano

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