BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Divine Scriptures

Concentration: Many of these Smites have a section where they require "concentration" for a secondary effect, You choose to start concentrating at the start of your next turn, (after a full round of the effect has passed). Activating a scripture which has a secondary concentration effect does not end any existing spells you are concentrating on UNTIL you choose to concentrate on the secondary effect at the start of your next turn.

BANISHING SMITE | Prerequisite: 17th level

When you evoke this scripture you deal 1d10 force damage for a 1st-level spell slot, plus 1d10 for each spell level higher than first.
- After you damage a creature, if it has a number of Hit points remain equal to or less than 10 x the spell level expended, you banish it. If the creature is not native to your current plane, the threshold is instead 15 * the spell level expended.
- The creature vanishes into a harmless demiplane, where it is incapacitated for 1 minute or until you lose your concentration, after which point it returns to the space it left or the nearest unoccupied space.

BLINDING SMITE | Prerequisite: 9th level

When you evoke this scripture you deal 1d8 radiant damage for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
- After you damage the target, it must succeed on Wisdom saving throw, or it becomes blinded for 1 minute, or until you lose your concentration. It may repeat the saving throw at the end of its turns, ending the condition on a success. A creature that has the sunlight sensitivity trait, or vulnerability to radiant damage has disadvantage on this saving throw.

BRANDING SMITE | Prerequisite: 5th level

When you evoke this scripture you deal 1d6 radiant damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- The damaged creature then sheds dim light in a 10- foot radius for 1 minute or until you lose your concentration. While illuminated the creature can't benefit from invisibility, if and attack rolls against the creature or have advantage if the attacker can see it. A shapechanger makes this saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form for the duration.

DEMORALISING SMITE | Prerequisite: 5th level

When you evoke this scripture you deal 2d6 radiant damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- After you damage the target, it must succeed on a Wisdom saving throw or gains the effects of the bane spell for 1 minute. An affected creature can repeat the saving throw at the end of each of it's turns, with the effect ending when the creature eventually makes the save or you choose to end concentration.

DOUBLE-EDGED SMITE | Prerequisite: 2nd level

When you evoke this scripture you deal 3d10 necrotic damage for a 1st-level spell slot, plus 1d10 for each spell level higher than first.
- You take true damage equal to half the necrotic damage dealt.

ERUPTING SMITE | Prerequisite: 9th level

When you evoke this scripture, each creature within 5 feet of the target, including you and the target, must make a Dexterity saving throw. On a failed save a creature takes 2d6 fire damage on a failed save for a 1st-level spell slot, plus 1d6 for each spell level higher than first. It takes half as much on a successful one.

HOLY SMITE | Prerequisite: 2nd level

When evoke this scripture you deal 2d8 radiant you damage for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
- The damage increases by 1d8 if the target is an undead or a fiend.

INSPIRING SMITE | Prerequisite: 5th level

When you evoke this scripture you deal 2d6 radiant damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- After you damage the target, choose a creature, within 30 feet of you that can see or hear you, other than yourself. They gain the effects of the bless spell for 1 minute, or until you begin to concentrate on another smite's secondary ability (this smite does not require concentration).

SEALING SMITE | Prerequisite: 5th level

When you evoke this scripture you deal 1d8 psychic damage for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
- After you damage the target, it must succeed on Wisdom saving throw, or it becomes silenced for 1 minute, or until you lose your concentration. While silenced it can't speak or cast spells that includes a verbal component.

SEARING SMITE | Prerequisite: 2nd level

When you evoke this scripture you deal 1d6 fire damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- After you damage the target, it must succeed on Constitution saving throw, or it gains the burning condition(d6) for 1 minute, until you begin to concentrate on another smite's secondary ability (this smite does not require concentration), or until it is doused with water.

STAGGERING SMITE | Prerequisite: 13th level

When you evoke this scripture you deal 1d6 Psychic damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- After you damage the target, it must succeed on a Wisdom saving throw or become staggered until the end of its next turn. While staggered it has disadvantage on attack rolls and ability checks, and can't take reactions.

TACTICAL SMITE | Prerequisite 5th level

When you learn this scripture, choose a martial maneuver from the fighter list (The maneuver must be activated as a bonus action or inplace of an attack) to imbue within it. Whenever you evoke this scripture deal 2d6 additional weapon damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first. After the damage is dealt you apply the effects of the maneuver, using the first roll from your smite damage as the "martial die".

THUNDEROUS SMITE | Prerequisite: 2nd level

When you evoke this scripture your weapon rings with thunder that is audible with 300 feet of you, and deal 2d6 thunder damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- If the the target is a creature it must succeed on a Strength saving throw or be pushed 10 feet, plus 5 feet for each spell level higher than first, away from you and knocked prone.

WARDING SMITE | Prerequisite: 9th level

When you evoke this scripture you deal 2d8 magical damage for a 1st-level spell slot, plus 1d8 for each spell level higher than first. The damage type is the same as that of your weapon.
- After you damage the target, you or a creature you can see within your paladin aura, gain temporary hit points equal to half the damage dealt, which fade when you leave initiative.

WRATHFUL SMITE | Prerequisite: 2nd level

When you evoke this scripture you deal 1d6 Psychic damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
- After you damage the target, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
- A frightened creature must use its movement to run as far away from you as possible, and it may repeat the saving throw at the end of its turns, ending the condition on a success or until you begin to concentrate on another smite's secondary ability (this smite does not require concentration).


Comments

Please Login in order to comment!