Shining Smite

2nd-level transmutation · 2d6 Radiant damage, average 7

7 average Radiant damage · 2–12

Roll Shining Smite

Press a roll button. The dice land here.

Spell details

Level
2nd-level
School
Transmutation
Casting time
Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range
Self
Components
V
Duration
Concentration, up to 1 minute
Classes
Paladin

Shining Smite damage by level

Cast atDiceAverageRange
2nd slot72–12
3rd slot10.53–18
4th slot144–24
5th slot17.55–30
6th slot216–36
7th slot24.57–42
8th slot288–48
9th slot31.59–54

The odds of 2d6

2: 2.78%3: 5.56%4: 8.33%5: 11.11%6: 13.89%7: 16.67%8: 13.89%9: 11.11%10: 8.33%11: 5.56%12: 2.78%
2chance of each total for 2d612
TotalChance
5 or more83%
7 or more58%
10 or more17%
11 or more8%

Shining Smite against other 2nd-level damage spells

By average damage on one target, Shining Smite ranks 9th of 11 2nd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

The target hit by the strike takes an extra Radiant damage from the attack. Until the spell ends, 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.

At higher levels. The damage increases by for each spell slot level above 2.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.