I am trying to put together a Kender Conquest Paladin High Sorcery background build and looking at spells.
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
Wrathful Smite: The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
I think these two work together. The save is not made when you cast the spell, but when you make your hit and it is a spell that deals damage.
Searing Smite: The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
On Searing Smite I think you could add a hit dice every turn until he makes a save.
How would you rule?
Also as an aside this is really powerful with spells which force multiple saves but do not end the spell like Dragon's Breath, Moon Beam, Spirit Guardians etc. You could apply hit dice damage every round and to multiple enemies per round if you damage more than one (until you run out of hit dice).
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
Wrathful Smite: The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
I think these two work together. The save is not made when you cast the spell, but when you make your hit and it is a spell that deals damage.
Searing Smite: The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
On Searing Smite I think you could add a hit dice every turn until he makes a save.
How would you rule?
Also as an aside this is really powerful with spells which force multiple saves but do not end the spell like Dragon's Breath, Moon Beam, Spirit Guardians etc. You could apply hit dice damage every round and to multiple enemies per round if you damage more than one (until you run out of hit dice).
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