D&D 5E Paladin exploit?

Arryn

Explorer
So it looks like the extra dice for a Divine Smite are rolled twice as well when a critical hit is scored. That's pretty cool, but I've noticed that you don't designate a hit as a Smite until it actually hits. So, even though it is major cheese, it stands to reason that every time my Paladin crits it would make sense to turn it into a Smite. Am I reading the rules wrong? Is this overpowered enough that it requires errata or a house rule? I'm just curious if anyone else has come across this.
 

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So it looks like the extra dice for a Divine Smite are rolled twice as well when a critical hit is scored. That's pretty cool, but I've noticed that you don't designate a hit as a Smite until it actually hits. So, even though it is major cheese, it stands to reason that every time my Paladin crits it would make sense to turn it into a Smite. Am I reading the rules wrong? Is this overpowered enough that it requires errata or a house rule? I'm just curious if anyone else has come across this.

I don't know that it's cheesey or overpowered. It's just a generally good idea. If you hold out for a crit, though, you'll be leaving a LOT of damage on the table when you're just regular-hitting. So there's some trade-off.
 

I don't know that it's cheesey or overpowered. It's just a generally good idea. If you hold out for a crit, though, you'll be leaving a LOT of damage on the table when you're just regular-hitting. So there's some trade-off.
Agreed. The potential opportunity cost more than covers the relatively tame extra damage.
 

Agreed. The potential opportunity cost more than covers the relatively tame extra damage.

I pointed this out in the low level Barbarian vs Fighter thread (whatever the hell it's called). The Battlemaster is capable of taking advantage of this rule pairing as well (and was the original target of my examination of the rules), but I really don't think it is an issue in that case since the Battlemaster tops out at 2d12 and is stuck with critting on a d20.

For Divine Smite, the amount of damage we're talking about here is 2d8 - 14d8 (with a 5th level slot, the 11th level bonus die, and vs a Fiend).

The Paladin has plenty of spell slots to keep a world-destroying ace in the hole without much impact to the class' playstyle. The Paladin becomes a slot machine that wins very big without having to bet anything on a failure. Also the smite spells, for the most part, seem like a waste of a prepared spell by comparison (not that the class gets a wonderful drove of spell options in the first place).

This makes dual wielding dex Paladins pretty damn effective crit fishers despite the fact that they don't get a proper fighting style for dual wielding. Polearms on the other hand...

I expect to see a lot of polearm wielding Paladins. I wouldn't be surprised to see Divine Smite errata which removed the ability for those dice to double on a crit.

Though this is the exact kind of thing that looks ridiculous on paper in a vacuum. We'll see how practical play actually turns out.
 

The Paladin has plenty of spell slots to keep a world-destroying ace in the hole without much impact to the class' playstyle. The Paladin becomes a slot machine that wins very big without having to bet anything on a failure.
In practice, it's better to do the extra damage when you can, rather than wait on that 5-10% chance you're going to get a crit. Especially against an enemy where you also stand a good chance of missing.

So, no, it is not as you describe.

Also the smite spells, for the most part, seem like a waste of a prepared spell by comparison (not that the class gets a wonderful drove of spell options in the first place).
You realize that Paladins can stack a Divine Smite on top of a smite spell's damage, right? Since Divine Smite is not a bonus action nor a spell.

I wouldn't be surprised to see Divine Smite errata which removed the ability for those dice to double on a crit.
Not going to happen. This is clearly working as intended, and it would be absolutely pointless. There's about 100 things I'd submit for errata before that.

Though this is the exact kind of thing that looks ridiculous on paper in a vacuum. We'll see how practical play actually turns out.
I can already tell you how it's going to turn out. It's not going to make much difference, except in about 5-10% of boss fights, which aren't a huge percentage of fights in the first place.
 

Crit-fishing isn't that reliable (no 4 attacks with 19-20 range) for Pallies in the first place.

Secondly, you know full casters? They can nova better with their slots, without having to wait for a crit first.
 


The only Paladins who can kinda, sorta critfish are Vengeance, but only with Haste and only against one enemy per short rest.

(Well, or with Hold Person/Monster, which they also get as Oath spells.)
 

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