How does removing crit damage for divine smite and sneak attack affect balance?

At my table, there is a house rule that divine smite and sneak attack do not recieve critical hit bonuses.

I’m worried this would heavily affect the balance of the game and am trying to petition for going back to the core rules. But the DM and a couple players believe that that would be too OP.

This is a continuation of a previous question.

Can you choose to use abilities like Stunning Strike or Divine Smite after rolling damage?

There are certain abilities that require you to first make a hit, then you can choose whether or not to use that ability.

Two examples that I can think of are a monk’s Stunning Strike and a paladin’s Divine Smite (there are others, but I won’t enumerate them all here; an answerer is welcome to if they wish to do so):

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Neither of these abilities specify whether or not you can declare these abilities before or after resolving damage. There are other abilities that say "after you know the roll, but before the DM tells you whether it was a success" or similar wording, but that usually relates to the d20 roll, not damage rolls.

Question

Am I able to roll to attack, hit, roll damage, then make the decision as to whether to spend resources on an ability like Stunning Strike or Divine Smite? If I am allowed to do so after rolling damage, what about before or after the DM tells me the effects of the damage (e.g. did it kill the enemy or not)? Intuitively, it feels to me as though the answer is before damage only, but I’m not seeing anything that implies that this is the case RAW.


If this is something that isn’t specified and is up to the DM, then so be it, but I’m specifically interested to know if there’s any general rule anywhere that resolves this RAW, or whether I’m just not reading those abilities quoted above correctly (or whether there’s another, similar ability that does make it a bit more explicit, and I just chose poor examples).

Would a zealot barbarian’s divine fury trigger during an opportunity attack?

The Path of the Zealot barbarian (Xanathar’s Guide to Everything, p. 11) gets the Divine Fury feature at level 3, which states:

At 3rd level, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Does it work like the Rogue’s Sneak attack, in that it can trigger on opportunity attacks, since it’s a different turn? Or does the "on each of your turns" bit make it not work.

Divine Soul. Is it possible to quickened fireball as bonus action + cast cantrip + bonus action a spiritual weapon attack?

So I started playing like a month ago and the DM was nice enough to create a char for me and write me into the story. I’ve never played D&D before but told him I wanted to glass cannon blow things up. So he made me a divine soul sorcerer at level 13. My Metamagics are Twinned, Quickened, and Careful. I’ve been reading up on the rules and just found out before last session that I can quickened fireball and cast fire bolt as my action for extra damage at the expense of 2 sp. My DM gave me spiritual weapon and spirit guardians. So this brings me to my question.

Can I hypothetically on turn one cast fireball, and cast spiritual weapon as bonus action, then have weapon move to/hit bad guy. Then on next turn. Quickened fireball, cast fire bolt, and have the weapon move to/hit bad guy?

I honestly don’t see why not as spirit weapon doesn’t require concentration like something like animate objects. but in the player’s handbook it says:

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of one action.

The part where it says "provided that you haven’t already taken a bonus action this turn" would imply that I can’t. But the part "you can’t cast another spell during the same turn…" leads me to believe I might be able to. Because I am not casting another spell. I am also not concentrating on it. Like if I dominate person and tell the person to attack a bad guy, it’s attacks are not connected to what I do at all. In my opinion it’s a lot like casting conjure celestial and getting a couatl to cast/attack or dominating a monster.

Is a sorcerer with the domain-access alternative class feature considered both an arcane and a divine caster?

The alternative class feature Domain Access (Complete Champion, p. 52) reads, in part:

Choose one cleric domain. If you worship a specific deity, the domain you choose must be one to which your deity grants access. You gain the granted power of the chosen domain. In addition, you can cast one domain spell of each spell level available to you per day from that domain.

Does having access to the domain spells make a sorcer qualify for any prestige class that requires the PC to be a divine caster?

Can an urban druid use their companion creature as a divine focus?

Urban druids can have a manufactured object like a gear or a horseshoe as a divine focus, and their companion creature can be a small animated object. Is there anything stopping them from having an animated hammer (or even an animated sword) that follows them around, which they can command to attack at a distance, swing as a regular weapon, and also grasp to cast divine spells?

What is the break even point for using a level 1 spell slot for Divine Favor rather than for Divine Smite?

Divine Favor (from a level 1 spell slot) lasts for up to 10 rounds, and on a hit does 1d4 radiant damage.
On a critical hit it adds 2d4 radiant damage.
Divine Smite (from a level 1 spell slot) is good for 1 hit, but does 2d8 radiant damage.
If the hit was critical it does 4d8 radiant damage.

Assumption 1: Combat lasts from 3-6 rounds

Why? a. That’s how long it tends to last with this particular group
b. For a two round fight divine smite is without question the better choice.

Case 1: hit Armor Class 14
Case 2: hit armor class 16

While I can see Divine Favor being a good use of a level 1 slot once the Paladin has two attacks per Attack Action at level 5, I am trying to nail down (in tier 1 play) how many rounds the combat needs to last for Divine Favor to be the better choice for a level one spell slot.

Assumption: the paladin does not fail the concentration save if hit during this combat.

That’s to keep the question with a tight scope, but as I discuss this with my paladin player a separate risk assessment needs to be made vis a vis loss of concentration.

Assumption 3: single class paladin, level 2, 3 or 4.

My back-of-the-napkin-math says “4 rounds” but I may not be setting the problem up correctly.

How many rounds does combat have to last to make divine favor the best choice?

My instinct is that agaisnt one big monster, use divine smite to nova the monster down; against a mob of small creatures use divine favor to whittle down a lot of targets – but that is a separate question/problem.

Using Divine Smite as a duel-wielder

Divine Smite allows my Paladin to expend a spell slot to deal extra damage after landing a melee attack. My character wields two swords. Since Divine Smite isn’t a bonus action (because the rules don’t say it is), I can use my bonus action to attack with my second sword while also using Divine Smite. So, providing both attacks land and I have two spell slots to use, can I use Divine Smite twice?

Can a Paladin use Divine Smite when attacking (with a natural 20) a creature immune to the weapon’s damage type?

Prompted by this question about Sneak Attack and Immunities, it seems a character can hit (although for 0 damage) with a weapon which deals damage to which the target is immune.

What would be the result if a Paladin rolled a 20 (with a non-magical slashing weapon), attacking a creature immune to non-magical slashing damage, if the Paladin casts Divine Smite?

Note: I specify a natural 20 in the actual question to avoid discussion about armor class when considering the result.