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 at | Dice | Average | Range |
|---|---|---|---|
| 2nd slot | 7 | 2–12 | |
| 3rd slot | 10.5 | 3–18 | |
| 4th slot | 14 | 4–24 | |
| 5th slot | 17.5 | 5–30 | |
| 6th slot | 21 | 6–36 | |
| 7th slot | 24.5 | 7–42 | |
| 8th slot | 28 | 8–48 | |
| 9th slot | 31.5 | 9–54 |
The odds of 2d6
| Total | Chance |
|---|---|
| 5 or more | 83% |
| 7 or more | 58% |
| 10 or more | 17% |
| 11 or more | 8% |
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.
| Spell | Dice | Average |
|---|---|---|
| Scorching Ray | 6d6 | 21 |
| Mind Spike | 3d8 | 13.5 |
| Shatter | 3d8 | 13.5 |
| Moonbeam | 2d10 | 11 |
| Acid Arrow | 4d4 | 10 |
| Heat Metal | 2d8 | 9 |
| Phantasmal Force | 2d8 | 9 |
| Flaming Sphere | 2d6 | 7 |
| Shining Smite | 2d6 | 7 |
| Spike Growth | 2d4 | 5 |
| Web | 2d4 | 5 |
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.