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Divine Smite for Paladins in D&D 5e

  • Writer: Jonas Nietzsch
    Jonas Nietzsch
  • Jan 16
  • 13 min read

The heavy scent of ozone and incense hangs thick in the air as the skeletal knight raises its rusted blade. Your party is bloodied; the Wizard’s spells are spent, and hope is flickering like a guttering candle. But as you tighten your grip on your warhammer, a familiar warmth surges from your chest, down your arm, and into the cold steel of your weapon. You swing. The impact isn't just physical it’s a blinding explosion of holy radiance that shatters the darkness.


In the world of Dungeons & Dragons 5e, few moments provide the sheer visceral satisfaction of declaring a Divine Smite.


For the Paladin, Divine Smite is more than just a class feature; it is the ultimate expression of a warrior’s conviction. It is the ability to convert raw faith into a devastating "nova" of radiant energy, capable of turning the tide of an entire encounter with a single, well-timed strike. Whether you are a seasoned veteran looking to optimize your "crit-fishing" build or a new squire wondering how to manage your precious spell slots, mastering the Divine Smite is essential to fulfilling the fantasy of the holy avenger.


In this guide, we’ll break down the mechanics of the Divine Smite, explore the tactical nuances of damage scaling, and reveal how to ensure your most important hits leave a lasting mark on the multiverse.





What is Divine Smite? An Overview


Imagine the scene: Your party is cornered by a skeletal knight. The Wizard is out of high-level spells, and the Fighter is struggling to bypass the creature's thick plate armor. You, the Paladin, step forward. You swing your mace, and as the metal connects with a hollow thud, a blinding flash of holy light erupts from the point of impact. The skeleton isn't just hit; it is disintegrated.


That explosive moment is the essence of Divine Smite. It is the reason why enemies fear the Paladin and why players flock to the class. It is more than just a combat move; it is the manifestation of your character's unshakable faith translated into raw, destructive energy.



Understanding the Mechanics of Divine Smite

Mechanically, Divine Smite is a unique class feature gained at 2nd level. Unlike a spell that you cast and hope will land, Divine Smite is applied after you have already confirmed a hit with a melee weapon. This "post-roll" activation makes it one of the most resource-efficient abilities in the game because you never risk wasting a spell slot on a miss.


When you hit a creature, you can choose to expend one Paladin spell slot to deal extra radiant damage. The amount of damage scales with the level of the slot used:

  • 1st-level slot: 2d8 radiant damage.

  • Higher-level slots: An additional 1d8 for each slot level above 1st.

  • The Cap: The damage usually caps at 5d8 (using a 4th-level slot or higher).

  • The Bonus: If your target is an Undead or a Fiend, Divine Smite deals an extra 1d8 damage, regardless of the slot level.


For example, if Sir Valerius hits a pesky Vrock (a fiend) with a 2nd-level spell slot, his Divine Smite would deal 3d8 (base) + 1d8 (fiend bonus) for a total of 4d8 radiant damage on top of his weapon's normal damage.




The Paladin’s Signature: Why Divine Smite Defines the Class

While the Paladin is often categorized as a "tank" or a "healer," it is Divine Smite that truly defines their combat identity. In tabletop RPG circles, this is often referred to as "Nova" damage the ability to dump a massive amount of damage into a single turn to delete a high-priority target.


Divine Smite transforms the Paladin from a passive protector into a terrifying offensive force. It creates a specific psychological rhythm at the table. When the Paladin announces they are using Divine Smite, the energy at the table shifts. Everyone knows the boss’s health bar is about to take a massive hit.


This feature also reinforces the "holy warrior" narrative. Unlike a Rogue’s Sneak Attack, which relies on precision and cunning, Divine Smite feels like an act of divine intervention. You aren't just hitting someone with a sword; you are acting as a conduit for a deity's wrath. This synergy between flavor and mechanics is what makes Divine Smite the gold standard for class features in modern RPG design.


Key Takeaways: What is Divine Smite?

  • No Missed Opportunities: You only declare a Divine Smite after you successfully hit an enemy, ensuring no spell slots are wasted.

  • Radiant Power: The damage type is almost always radiant, which is rarely resisted by monsters and frequently exploits the weaknesses of the unholy.

  • Scaling Damage: The power of your Divine Smite grows as you gain access to higher-level spell slots, peaking at 5d8.

  • The "Nova" King: Divine Smite allows Paladins to end fights quickly by focusing massive damage on a single, dangerous foe.

  • Narrative Weight: It serves as the ultimate expression of a Paladin's oath, turning a standard melee strike into a legendary event.




How to Use Divine Smite Effectively


Knowing what the ability does is one thing, but mastering the application of Divine Smite is what separates a novice squire from a legendary hero. Because Paladins are "half-casters," your spell slots are a precious, limited resource. Every time you choose to trigger a Divine Smite, you are making a tactical decision to prioritize immediate destruction over utility or healing.


To use Divine Smite effectively, you must think like a predator, waiting for the exact moment when your holy energy will have the most significant impact on the battlefield.




Calculating Your Divine Smite Damage

To maximize your efficiency, you need to understand the math behind the glow. The base damage for a Divine Smite starts with a 1st-level spell slot, which grants you 2d8 radiant damage. For every slot level above 1st, you add an additional 1d8.


The formula looks like this:


2d8 + (Slot Level - 1)d8


However, there is a ceiling to this celestial power. The damage from Divine Smite is capped at 5d8, which you reach using a 4th-level spell slot. While you can use a 5th-level slot to trigger the ability; the damage will not increase further, making it a poor use of your highest-level resources unless you are desperate.


Don't forget the "Holy Bonus": if you are striking an Undead or a Fiend, the divine resonance intensifies, adding a flat 1d8 to the total. If you strike a Vampire with a 3rd-level slot, for instance, you are looking at a massive 4d8 (base) + 1d8 (bonus) for a total of 5d8 radiant damage.



Timing is Everything: When to Trigger Divine Smite

The most common mistake players make is "Smite-happy" syndrome using Divine Smite on every goblin or low-level mook that crosses their path. While it feels good to vaporize a minor enemy, an effective Paladin saves their Divine Smite for targets that actually threaten the party's survival.


Consider the "Action Economy." If an enemy only has 5 HP left, using a Divine Smite is a waste of a spell slot; your standard weapon damage would likely finish them anyway. Instead, hold your Divine Smite for:

  • The Boss/Elite Enemy: To shorten the fight and prevent them from taking more turns.

  • Breaking Concentration: If an enemy caster is holding a dangerous spell like Hypnotic Pattern, a high-damage Divine Smite forces a much more difficult Constitution-saving throw.

  • The Final Blow: Ensuring a dangerous foe stays down before they can be healed or escaped.





The Power of the "Crit-Smite"

If there is a "Holy Grail" of Paladin gameplay, it is the Crit-Smite. In D&D 5e, when you score a critical hit, you double all the damage dice associated with that attack. Because you choose to use Divine Smite after you see the "Natural 20" on the die, you can guarantee a massive damage spike.


When you crit, a 1st-level Divine Smite jumps from 2d8 to 4d8. If you happen to be using a 4th-level slot against a Fiend, a critical hit would result in a staggering 12d8 radiant damage (5d8 base + 1d8 bonus, all doubled).


Professional Paladin players often "fish" for these moments. If you have a way to gain Advantage, such as through your Vow of Enmity or a teammate’s Faerie Fire your chances of landing a critical hit increase significantly. When that 20 finally appears, that is the moment to drop your highest-level spell slot into a Divine Smite and watch the DM's jaw drop as you roll a handful of dice.



Divine Smite vs. Smite Spells


As you grow in power, your prayer book expands, offering you a variety of "Smite Spells" like Wrathful Smite, Blinding Smite, and Staggering Smite. For many players, this creates a point of confusion: if I have Divine Smite, why would I ever cast a spell that does essentially the same thing?


The answer lies in the distinction between raw power and tactical utility. While Divine Smite is your "sledgehammer" built for pure, unadulterated damage; Smite Spells are your "scalpels," designed to debuff enemies and control the flow of the battlefield.


Comparing Divine Smite to Searing, Wrathful, and Blinding Smite

The primary difference between these options is what happens after the hit. When you use Divine Smite, the interaction ends with damage. However, when you cast a Smite Spell, you are investing your magic into a specific secondary effect.


  • Wrathful Smite: This is often considered one of the best 1st-level spells in the game. It deals a modest 1d6 psychic damage, but it forces the target to make a Wisdom save or become Frightened. Because the target must use an Action to attempt to break the fear, it can effectively remove a powerhouse enemy from the fight.

  • Blinding Smite: By using a 3rd-level slot, you deal 3d8 radiant damage and potentially blind the target. This gives your entire party Advantage on attacks against that foe, providing a massive team-wide buff that a standard Divine Smite cannot match.

  • Searing Smite: This adds fire damage and a "damage-over-time" effect. While usually less efficient than a Divine Smite, it is perfect for preventing creatures like Trolls or Vampires from regenerating health.


The most important thing to remember is that these are not mutually exclusive. A Paladin can cast Wrathful Smite as a Bonus Action and then, upon hitting, trigger a Divine Smite as well. This "Double Smite" is the pinnacle of Paladin burst damage, though it is incredibly resource-intensive.



Why Divine Smite Usually Wins the Action Economy

While the spells offer utility, the Divine Smite class feature remains the gold standard for one major reason: the Action Economy.


Most Smite Spells require two things that Divine Smite does not: your Bonus Action and your Concentration.


  1. The Bonus Action Tax: If you use your Bonus Action to cast Searing Smite, you cannot use that same Bonus Action for Misty Step, Shield of Faith, or a Polearm Master attack. Divine Smite, however, requires no action at all. It simply happens as part of your attack.

  2. The Concentration Conflict: Smite Spells require Concentration. If you are already concentrating on a vital spell like Bless or Aura of Vitality, casting a Smite Spell will immediately end that effect. Divine Smite has no such restriction, allowing you to maintain your party buffs while still delivering punishing blows.

  3. Reliability: A Smite Spell is cast before you attack. If you cast Blinding Smite and then proceed to miss your attacks for two turns, you’ve potentially wasted your Concentration and your Bonus Action. Since Divine Smite is only declared upon a successful hit, it is the most reliable way to ensure your spell slots actually result in a change to the enemy's HP.


In short, use your Smite Spells when you need to control an enemy’s movement or senses, but rely on Divine Smite when the goal is simply to ensure the enemy doesn't live to see the next round.



Multiclassing to Maximize Divine Smite


While a pure Paladin is a formidable force, many players look to multiclassing to solve the Paladin’s biggest weakness: limited "fuel." As a half-caster, your spell slots are few and far between. By branching out into other magical disciplines, you can effectively turn your Paladin into a high-capacity "Smite machine."


The key to this strategy is a specific rule in the Player’s Handbook: Divine Smite simply requires you to expend a "spell slot." It doesn't specify that it must be a Paladin spell slot. This opens the door to using the vast resources of full-casting classes to power your holy wrath.



The "Sorcadin": Using Sorcerer Slots for Divine Smite

The Paladin/Sorcerer multiclass, affectionately known as the "Sorcadin," is widely considered one of the most powerful builds in the game. Because Sorcerers are full casters, they gain higher-level spell slots much faster than Paladins do. This means you’ll have a deeper pool of energy to draw from, allowing you to use Divine Smite in almost every encounter without fear of running dry.


Furthermore, Sorcerers have access to Metamagic. Using Quickened Spell, you can cast a spell (like Hold Person) as a bonus action and then use your action to attack. If the spell lands and paralyzes the enemy, your subsequent hits are guaranteed critical hits setting up the most devastating Divine Smite possible.


Example Character: Ember, the Dragon-Blood Vindicator

Ember is a Paladin (6) / Draconic Sorcerer (4). By 10th level, she has access to 4th-level spell slots, something a pure Paladin wouldn't see until 13th level. In a fight against a Red Dragon, Ember uses her Sorcery Points to Quicken a Mirror Image for protection, then charges in. She lands two hits with her longsword, expending a 3rd-level and a 4th-level slot for two massive Divine Smites, dealing a combined 9d8 radiant damage in a single turn.



The "Padlock": Warlock Pacts and Short-Rest Divine Smites

If the Sorcadin is about quantity, the "Padlock" (Paladin/Warlock) is about efficiency. Warlocks are unique because their spell slots recharge on a Short Rest. This means a Paladin who takes a few levels in Warlock can use Divine Smite, take a quick one-hour breather, and have their smite energy completely restored.


The most popular choice is the Hexblade patron. This allows the Paladin to use their Charisma modifier for weapon attacks, making the character less dependent on Strength and more focused on the stat that powers their spells and Aura of Protection. Additionally, the Eldritch Smite invocation can be stacked on top of a Divine Smite, allowing you to hit a single target with two different smites simultaneously for world-ending damage.


Example Character: Kaelen of the Shadow Blade

Kaelen is a Paladin (2) / Hexblade Warlock (5). Kaelen only needs 13 Strength to multiclass; otherwise, he pours everything into Charisma. In combat, he uses his two 3rd-level Warlock slots to power two Divine Smites (4d8 each). After the fight, while the party loots the room, Kaelen meditates for an hour. By the time they reach the next room, his Divine Smite capability is fully replenished, while the party's Wizard is still crying over their empty 3rd-level slots.



The "Bardadin": Utility and Infinite Fuel

The Paladin/Bard multiclass is often overlooked but incredibly potent. Like the Sorcerer, the Bard is a full caster, providing plenty of slots for Divine Smite. However, Bards also provide Bardic Inspiration and flourishes (if you choose the College of Swords). This build creates a "Dashing Duelist" who can manipulate the battlefield with grace while still having the raw power to drop a Divine Smite when the music reaches its crescendo.


Example Character: Lyric, the Shield-Singer

Lyric is a Paladin (2) / College of Swords Bard (8). Lyric uses her Blade flourishes to increase her AC and mobility, making her nearly impossible to hit. When she finds an opening in the enemy's guard, she doesn't just poke them with her rapier; she uses her 4th-level Bard slots to fuel a Divine Smite. She plays the role of the party’s primary face and skill-monkey, but in combat, her Divine Smite ensures she is just as dangerous as any dedicated fighter.



Frequently Asked Questions about Divine Smite

Even the most seasoned veterans occasionally run into "rules-lawyering" moments when it comes to the Paladin’s toolkit. Divine Smite is powerful, but it has specific boundaries that can make or break a character's build. Here are the most common questions players ask when trying to push their Divine Smite to the limit.


Can You Use Divine Smite on Unarmed Strikes? 

This is perhaps the most debated topic in the Paladin community. If you find yourself disarmed in a tavern brawl, can you deliver a Divine Smite with your bare knuckles? According to the strict Rules as Written (RAW) in the Player’s Handbook, the answer is technically no. The ability states you use it when you hit with a "melee weapon." While a punch is a "melee weapon attack," your fists are not considered "weapons." However, the lead designers have admitted this is more for thematic flavor than balance. Most DMs follow the "Rule of Cool" and will allow you to channel a Divine Smite through a holy punch, but always check with your table before you go in guns (or fists) blazing.


Does Divine Smite Work with Ranged Weapons? 

If you were hoping to play a "Holy Sniper" who drops radiant energy from a hundred yards away, I have some bad news. Divine Smite specifically requires a "melee weapon attack." This is a intentional design choice to ensure the Paladin remains a front-line combatant who has to risk their own HP to deliver those massive damage spikes. If you want to smite from a distance, you’ll have to rely on specific spells like Branding Smite, which unlike the base Divine Smite feature, explicitly works with ranged weapon attacks.


Can You Trigger Divine Smite More Than Once per Turn? 

Yes! This is what makes the Paladin's "Nova" potential so terrifying. Unlike the Rogue’s Sneak Attack, which is strictly limited to once per turn, Divine Smite has no such cap. If you have Extra Attack at 5th level, you can hit an enemy twice and choose to expend a spell slot for a Divine Smite on both successful hits. If you are multiclassed or have a feat like Polearm Master that gives you a bonus action attack, you could potentially trigger Divine Smite three times in a single turn. Just be warned: while this is a great way to delete a boss, it will leave your spell slot reserves completely empty for the rest of the day.


Do You Have to Declare Divine Smite Before You Roll to Hit? 

This is the greatest mechanical gift of the Paladin class. You do not have to declare your Divine Smite before you roll. You wait until the DM confirms that your attack has hit the target. This "reflexive" nature of the ability ensures that you never waste a high-level spell slot on a whiffed swing. It also allows you to wait for a Natural 20, as discussed earlier, so you can choose to apply your Divine Smite only when you know the damage dice will be doubled by a critical hit.


Does Divine Smite Damage Count as Magical for Overcoming Resistances? 

Because Divine Smite deals radiant damage, it inherently bypasses the "Resistance to Non-Magical Bludgeoning, Piercing, and Slashing damage" that many high-level monsters possess. However, it’s important to note that the Divine Smite does not technically make your physical weapon magical. If you are swinging a mundane iron longsword at a Werewolf, your sword's slashing damage will still be halved, even though the radiant damage from your Divine Smite will hit with its full, burning intensity.




Summary: Divine Smite for Paladins in D&D 5e


Divine Smite stands as the definitive combat feature for the Paladin class, serving as a powerful bridge between martial prowess and divine magic. At its core, the ability allows a warrior to convert spell slots into radiant damage immediately after a successful hit is confirmed. This unique timing ensures that no resources are ever wasted on a miss and allows players to strategically "crit-smite," doubling their damage dice when a Natural 20 is rolled. While the damage scales from 2d8 to a cap of 5d8, its true value lies in its superior action economy, as it requires neither a bonus action nor concentration to function.


To truly master the Divine Smite, players should look toward optimizing their spell slot "fuel" through multiclassing. Strategic dips into Sorcerer or Bard provide a deeper pool of magical energy for frequent use, while Warlock levels offer the rare advantage of smite-ready slots that replenish on a short rest. These advanced builds allow a Paladin to sustain their offensive pressure throughout a long adventuring day rather than exhausting their power in a single encounter. For those looking to deepen their expertise, exploring martial feats like Polearm Master can provide the extra attacks necessary to trigger these smites more often, while a study of Paladin's Sacred Oaths will reveal unique ways to gain advantage and ensure those critical hits land when they matter most.


 
 
 

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