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Searing Smite: Difference between revisions
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*Initial Damage: Weapon damage + {{DamageInfo|count=1|die=6|type=Fire}} | *Initial Damage: Weapon damage + {{DamageInfo|count=1|die=6|type=Fire}} | ||
*Per Turn Damage ([[Constitution]] [[Saving Throws|Save]]):{{DamageInfo|count=1|die=6|type=Fire|per=turn}} | *Per Turn Damage ([[Constitution]] [[Saving Throws|Save]]):{{DamageInfo|count=1|die=6|type=Fire|per=turn}} | ||
*Range: {{C|[[File:Range Icon | *Range: {{C|[[File:Range Icon.png|frameless|upright=0.1]] Weapon Range}} | ||
*Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}} | *Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}} | ||
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}} | *Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}} |
Revision as of 15:41, 16 July 2023
Searing Smite is a Level 1 Evocation Spell. This spell allows spellcasters to cause their melee weapon to flare with white-hot intensity, searing their targets on hit.
![](/w/images/thumb/0/09/Searing_Smite_Icon.png/240px-Searing_Smite_Icon.png)
"Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage every turn, until it succeeds on a Constitution Saving Throw."
Damage | Weapon Damage + 1d6 |
---|---|
Damage Types | Fire |
Range | Weapon Range |
School | Evocation |
Saving Throw | Constitution |
Concentration | Required |
Condition | Searing Smite |
Duration | 10 turns |
Class | Paladin |
Description
Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire
damage and marks the target with Searing Smite.
A target with Searing Smite takes 1d6 Fire
damage every turn, until it succeeds on a Constitution Saving Throw.
If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed.
Properties
Action +
Bonus Action +
Level 1 Spell Slot
Available to level 2 Paladin.
- Initial Damage: Weapon damage +
1d6 (1~6)
Fire
- Per Turn Damage (Constitution Save):
1d6 (1~6)
Fire per turn
- Range:
Weapon Range
- Saving Throw:
Constitution
- Concentration:
Required
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At Higher Levels
When the spell is cast a 2nd Level or higher, the initial damage increases by 1d6 Fire
damage for each spell slots level above 1st.