Are you allowed to stack Divine Smite and Eldritch Smite on the same attack?

The specific example I’m looking at here is: you are a Paladin 2/Warlock 5 and snagged Eldritch Smite from XGTE as your 5th level Warlock Invocation.

This gives you access to both…

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.

and

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

When I hit a target with an attack, can I set them both off at the same time, letting me burn two spell slots to use both features to boost my damage?

As was specified here, Divine Smite is not treated as a spellcasting, so it doesn’t count towards the ‘One Spell Per Round’ rule. Presumably, neither would Eldritch Smite.

As far as I can tell, this appears to be a legal way to burn a ton of resources at once to generate a massive burst of damage. Am I correct? Can these two like-features be used simultaneously?

What are Kelemvor’s divine servants?

Besides his mortal worshippers, the Doomguides, how does Kelemvor enforce his will on the material plane (or anywhere besides the Fugue Plane, really)? Does he have angels in his service? Maybe not since Kelemvor is Neutral and does not reside in the upper planes. I’ve seen it suggested somewhere that he would use Avatars of Death as his servants, but I don’t know if there’s any canon support of this.

Basically, the question is: some gods have Angels. What equivalent does Kelemvor have?

Pathfinder 1-e, if a paladin uses their divine bond to give their weapon a special property, what means would players have of identifying it?

A paladin’s 5th level Spell like ability Divine bond allows them to give their divine bonded weapon a level based enhancement bonus or an equivalent special property picked from axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. I’d like to know how a player character might identify the property picked when facing a paladin.

Normally, per this stackexchange, when identifying the properties of a magic item that isn’t a potion or a scroll, you esentially have to use a magic spell. Either detect magic, identify, or analyze-dweomer.

But divine bond is a spell like ability and a “spell-like ability works just like the spell of that name”. Spell effects in place can be identified with a DC20+spell level Knowledge arcana check. If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained, which makes, I believe, this a DC between 21 and 24.

On top of that, a knowledge religion check of 10+ class level when the feature is granted can identify a class feature from a class that grants divine spells, which for a paladin would be a DC 15 knowledge religion check. Would this identify the choices the paladin has made, or just the options they have available to them?

Would a knowledge arcana check identify the bonus granted (and the level the spell was cast at) by the spell Magic Weapon, Greater, or just that it was cast? Would that sort of granularity apply to a clas feature/spell like ability?

How do arcane casters cast spells on their list with a divine focus component

there are two spells i found

Magic Weapon

School transmutation; Level antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, paladin 1, shaman 1, sorcerer/wizard 1; Domain war 1; Elemental School metal 1

CASTING

Casting Time 1 standard action Components V, S, DF

EFFECT

Range touch Target weapon touched Duration 1 min./level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.

You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

and

Stone Shield

School conjuration (creation) [earth]; Level bloodrager 1, cleric 1, druid 1, magus 2, shaman 1, sorcerer/wizard 1, summoner 1

CASTING

Casting Time 1 immediate action Components V, S, DF

EFFECT

Range 0 ft. Effect stone wall whose area is one 5-ft. square Duration 1 round Saving Throw none; Spell Resistance no

DESCRIPTION

A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.

You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall.

At 4th level, a qinggong monk may select this spell as a ki power costing 1 ki point to activate.

In magic under components the rules for divine focus component are written as follows.

Divine Focus (DF)

A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.

If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).

there’s a similar post here, but no source is cited, and I don’t take rule clarifications as correct without a cited source.

Does a Paladin with the Divine Health feature destroy a Green Slime?

The Green Slime (DMG, p105) is a dungeon hazard, and

any effect that cures disease […] destroys a patch of green slime.

A Paladin, from level 3, is immune to disease thanks to the Divine Health feature. Does that mean that, if a Green Slime drops on one, it is destroyed? Or would the slime only be destroyed by some restoration spell that said it cured a disease?

Divine Fury static damage round up or down?

I have a new level 3 Zealot Barbarian and I am wondering about the wording of the feature Divine Fury.

Divine Fury (XGtE, page 11)

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. 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.

Would the static “half your barbarian level” round down as most things do that are not specified when at an odd level?

I suspect it does but I would like some clarification per RAW.

Divine Fury static damage round up or down?

I have a new level 3 Zealot Barbarian and I am wondering about the wording of the feature Divine Fury.

Divine Fury (XGtE, page 11)

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. 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.

Would the static “half your barbarian level” round down as most things do that are not specified when at an odd level?

I suspect it does but I would like some clarification per RAW.