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<blockquote data-quote="doctorbadwolf" data-source="post: 7916360" data-attributes="member: 6704184"><p>Most Smite options.</p><p></p><p>Inspiring Smite</p><p>Level 1</p><p>[all the normal stuff]</p><p>You direct the charge with your strikes. The next time you hit with a weapon attack, you deal 1d8 extra radiant damage, and the target becomes a beacon for your allies. Until the end of your next turn, every time an ally deals damage to the target with an attack, hey can choose to either gain 1d6+your Cha THP, or deal or deal 1d6 extra radiant damage with their attack.</p><p></p><p>at higher levels, increase all the above dice values by 1d6 per spell slot level.</p><p></p><p>I’d also create smite versions of several spells, similar to how banishing smite and ensnaring strike and lightning arrow mimic various spells as rider effects.</p><p></p><p>Guiding Bolt - attack, deal extra radiant damage, add advantage on attacks until the end of your next turn</p><p></p><p>Teleportation spells (3rd level) - Weapon attack, you teleport yourself and the target up to 30ft, and the target saves or takes 1d10 force damage and the next attack against the target has advantage.</p><p></p><p>Repelling Smite - not sure where this one lives- Melee weapon attack. Target must save or be thrown up to 20ft. If they hit an object, vertical surface, or creature, it and the target take [level appropriate] force damage.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7916360, member: 6704184"] Most Smite options. Inspiring Smite Level 1 [all the normal stuff] You direct the charge with your strikes. The next time you hit with a weapon attack, you deal 1d8 extra radiant damage, and the target becomes a beacon for your allies. Until the end of your next turn, every time an ally deals damage to the target with an attack, hey can choose to either gain 1d6+your Cha THP, or deal or deal 1d6 extra radiant damage with their attack. at higher levels, increase all the above dice values by 1d6 per spell slot level. I’d also create smite versions of several spells, similar to how banishing smite and ensnaring strike and lightning arrow mimic various spells as rider effects. Guiding Bolt - attack, deal extra radiant damage, add advantage on attacks until the end of your next turn Teleportation spells (3rd level) - Weapon attack, you teleport yourself and the target up to 30ft, and the target saves or takes 1d10 force damage and the next attack against the target has advantage. Repelling Smite - not sure where this one lives- Melee weapon attack. Target must save or be thrown up to 20ft. If they hit an object, vertical surface, or creature, it and the target take [level appropriate] force damage. [/QUOTE]
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