Sorry I should have stated thrown melee weapons, not ranged!
What I was thinking about as I wrote was javelins(or spears). But also dagger, light hammer and handaxe should apply!
So As far as I can tell these weapons should be able to to inflict divine smite and improved divine smite when thrown at an enemy?
http://www.5esrd.com/equipment/weapons#weapons-properties-thrown said:Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
As for smiting not to be the best idea always I agree. But on pure damage its great slot for slot compared to spells, because the paladins spells just arent that powerfull!Also if you use the slot for spells or smite, you still use it, so its more about the situation then the need for saving slots. As for better roleplaying on the other hand, im all for spells over smite!
Yes, sorry, I meant "thrown melee weapons." You're right that there exist thrown ranged weapons, and those weapons would not benefit from Improved Divine Smite, under the rules as written.
(One of the great deficiencies of 5E is that it doesn't explain WHY distinctions like this exist, which leaves the DM in the position of ignoring the rule or making up some bogus rationalization to support the opaque rule. "Why does Improved Divine Smite work with a thrown dagger, but Divine Smite does not?" "Because one works with melee-weapons attacks, and the other works with melee weapon attacks, and those aren't the same thing" is not a satisfying answer. Any time you have to revert to game jargon to explain how the world works, you're metagaming, not roleplaying, and it is disruptive.)
Or compare Thunderous Smite to Divine Smite. You can either do 9 points of damage with Divine Smite, or do 7 points of damage with Thunderous Smite and knock the enemy away and prone (Strength save to avoid). Unless you were doing something else with your bonus action already, or you're fighting something so horrendously strong that it will never fail the save, or you're in a ranged-heavy party and want enemies not to go prone to make them easier to hit, you'd pretty much always rather Thunderous Smite than Divine Smite.
It's important to realize that smiting is usually a bad idea compared to using the same slots to actually cast spells. Divine Smite is basically "break glass in case of emergency" nova capability; it's not something you should rely on normally. A 10th level Paladin has a maximum 112 HP.5 worth of Divine Smites per day even if he casts zero other spells, but he's going to have to inflict 300 to 400 points of damage on a normal, full adventuring day. He definitely doesn't have enough slots to just power through the whole day smiting everything.
I wouldn't have minded if smite was a bonus action and applied to the next hit, like the smite spells. I don't like novas.
Or you are concentrating on a spell and don't want to lose it for a smite spell (which are also concentration). The problem with smite spells is that they are concentration and would force you to drop (or never be able to use) many of the best Paladin spells.
If all the paladin does is Divine Smite he only got 15 total at 20th level. So starting with heavy smiting. In your case he does 10d8 for his all 5th level slots and 10d8 for 4th level slots for round 1. Round 2 he does 5d8 for his first attack (4th level slot) and 12d8 for all this 3rd slots. Round 3 he first 3 attacks 9d8 and one first level slot for 2d8. Round 4 he smites of 6d8 for his first 3 attacks and has no more smites left.So the paladin have its limited usages of smite. But say the pally has 2 attacks and halberd feat so 3 attacks. And if lucky get the reaction attack aswel thats 4 attacks that round. Can he add smites to all those 4 attacks? So using 4 spell slots and have a huge attack total?
Wondering since casters has some issues wiht spell uage and cannot seem to cast both a action spell and a bonus action spell in the same round? Pg 202 PH:
"BONUS ACTIONAspell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
provided that you haven't already taken a bonus action
this turno Vou can't cast another spell during the same
turn, except for a cantrip with a casting time of I action."
Now I understand divine smite issent a spell and a whery finite resource, but it feels a bit off in damage potensiell.

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Rulebook featuring "high magic" options, including a host of new spells.