Warlock hexblade (3) paladin (x)
Boon: Blade pact
Eldritch Invocations: curse bringer. Need minimum 5 lvls
Turn 1.1 hexblade curse (bonus action)
Turn 2.1 (bonus action) wrathful smite
Turn 2.2 (normal action) greenflame blade
If melee hit spend 1 spell slot for curse bringer (no action) and 1 for divine smite (no action)
So I am playing as a hex-blade warlock 3/paladin 2 in a dnd 5e campaign, and I’m wondering can you use your paladin divine smite ability in melee while you are concentrating on a spell such as shadow blade or hex?
Because, while Divine Smite does consume spell slots it is not a spell, therefore is it reasonable to suggest that you can use divine smite while concentrating?
Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage.
I’m multiclassing into Paladin/Warlock/Sorc, and I’m wondering: can Divine Smite only be used in spell slots gained specifically by taking a level in Paladin, or can all available spell slots be used?
Right now I’m DMing for an entire party of level 9 Paladins. We have the Paladin that is the Spank (rerolls 1 & 2), the Tank Paladin (has a AC of 19), and the Paladin Controller (uses mainly Buffs and Debuffs while attacking at other parts of the map). During our 1st session during Character creation our Spank was wanting to make a Ranged Paladin. I told him he could but would not be able to use Divine Smites.
What my players and I want to know is: would it be alright to allow Divine Smites in the normal range of a Bow, Crossbow, etc. or should it be Magical Weapon that allows a Paladin to Smite at range?
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…
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.
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?
Can I use 1 Spell slot from Warlock to use both Divine Smite and Eldritch Smite in the same attack? Or I must use 2 spells slots?
So I am new to Dungeons and Dragons, and for a one shot my DM is planning on a battle royal. What I want to do is a level 10 divine soul sorcerer and 2 levels in paladin.
First round I cast haste then run away. Next turn I will cast booming blade with quicken to make it a bonus action. Then cast green flame blade. Finally I attack using Divine smite. Do these effects stack to make one really powerful attack?
I feel it shouldn’t work, since booming blade reads:
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.
I feel like I need to attack right after casting.
This is a mechanics question pertaining to the maximum allowed damage for the Paladin’s Divine Smite ability.
Divine Smite: …you can expend one [Spell Slot] to deal Radiant damage in addition to weapon damage. The extra damage is 2d8 for a 1st level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8….
“…to a maximum of 5d8…” is the part I’m having issues with figuring out how to rule.
Can the extra damage, beyond the 2d8 for filling a 1st level slot with the ability, be up to 5d8? Which would require a (Multiclass gained) spell slot of 6th level to add an extra 5d8 to the attack, making it 7d8 total (The default 2d8 + the maximum allowed extra of 5d8). Or, are the rules saying that the total allowed maximum damage can’t exceed 5d8 total; which would only take a 4th level spell slot to add a max of 3d8 to the default 2d8?
2d8 + 3d8 = “to a maximum of 5d8” damage total?
2d8 + “to a maximum of 5d8” extra total = 7d8 ?
My guess is the first choice, since without Multiclassing a Paladin can never have more than 5th level spell slots and could never have the 6th level slot required to add 5d8 to the attack. My PC differs though.
In the list of spells in the Player’s Handbook, one of the level 5 paladin spells is “Destructive Smite”. However, I can’t find the spell description.
Where can I find the description of the “Destructive Smite” spell?
This question is asking if my coup de grace manoeuvre action-sequence, that could only be pulled off once per long rest, is working as intended. I’ll try to keep what I am trying to do as simple as possible.
In this scenario, I am a level 5 sorcerer and level 2 paladin.
Round one; cast haste on self.
Round two; try to hit target with longsword casting green flame blade, and expending a level 3 spell slot for divine smite, then follow up with a second attack using my 2nd lvl 3 level spell slot for a 2nd divine smite, but with my bonus action stop concentrating on haste, and cast thunderous smite as a bonus action, landing the hit for a total of: 1d8+2+4d8+1d6+1d8+2+4d8+2d6.
For the sake of this question, let’s assume I have all of my spell slots unused.