Gladius Legis
Legend
If you up the cap to 6d8 (for a 5th-level slot), and Smite only on one attack, the ONLY spellcaster possibly doing more single-target damage with a 5th-level slot spent on their action than the Paladin is an Evoker or Dragon Sorcerer with Scorching Ray.
Scorching Ray (5th), no Evoker/Dragon Sorcerer: 12d6 = 42
Paladin, one Smite, two attacks, longsword or rapier, 20 STR or DEX, Dueling style: 10d8 + 2x7 = 59
Scorching Ray (5th), Evoker or Dragon Sorcerer (gold or red), 20 INT or CHA: 12d6 + 6x5 = 72
Paladin, one Smite, two attacks, greatsword, 20 STR, Great Weapon Fighting Style, GW Master = 4d6 (reroll 1s, 2s) + 8d8 + 2x15 = 82.67
Scorching Ray (5th), Evoker 10/Dragon Sorc 6 (gold or red) build, 20 INT, 20 CHA = 12d6 + 6x10 = 102
There's also the logistical and tactical differences, namely that the Paladin's Smite is free guaranteed damage they can save until they actually hit (or even crit) with an attack, while OTOH not all of the damage from Scorching Ray is guaranteed, since the spell slot expenditure itself requires a series of spell attack rolls, any of which can miss.
ADD: Those are just maximum damage figures above. If you factor hit and miss chances vs. AC 20:
Paladin Lv. 17+, one Smite (hypothetical 5th level = 6d8), two attacks, longsword or rapier, 20 STR or DEX, Dueling:
2 * (.6 * (2d8+7))
+ (1 - .4^2) * 6d8 (chance of hitting at least once in the round and getting a Smite off)
= 41.88
Evoker or Dragon Sorcerer Lv. 17+, Scorching Ray 5th level, 20 INT or CHA:
6 * (.6 * (2d6+5))
= 43.2
So on average, the Evoker or Dragon Sorc w/ 5th-level Scorching Ray only barely outdamages a longsword or rapier Paladin using one (hypothetical) Smite.
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ADD2: Let's return to reality, each one using a 4th-level slot, which is the Smite maximum, again vs. AC 20:
Paladin Lv. 17+, one 4th-level Smite, two attacks, longsword or rapier, 20 STR or DEX, Dueling:
2 * (.6 * (2d8+7))
+ (1 - .4^2) * 5d8
= 38.1
Evoker or Dragon Sorcerer Lv. 17+, Scorching Ray 4th level, 20 INT or CHA:
5 * (.6 * (2d6+5))
= 36
The Paladin pulls ahead per use of 4th-level slot on a single action.
Scorching Ray (5th), no Evoker/Dragon Sorcerer: 12d6 = 42
Paladin, one Smite, two attacks, longsword or rapier, 20 STR or DEX, Dueling style: 10d8 + 2x7 = 59
Scorching Ray (5th), Evoker or Dragon Sorcerer (gold or red), 20 INT or CHA: 12d6 + 6x5 = 72
Paladin, one Smite, two attacks, greatsword, 20 STR, Great Weapon Fighting Style, GW Master = 4d6 (reroll 1s, 2s) + 8d8 + 2x15 = 82.67
Scorching Ray (5th), Evoker 10/Dragon Sorc 6 (gold or red) build, 20 INT, 20 CHA = 12d6 + 6x10 = 102
There's also the logistical and tactical differences, namely that the Paladin's Smite is free guaranteed damage they can save until they actually hit (or even crit) with an attack, while OTOH not all of the damage from Scorching Ray is guaranteed, since the spell slot expenditure itself requires a series of spell attack rolls, any of which can miss.
ADD: Those are just maximum damage figures above. If you factor hit and miss chances vs. AC 20:
Paladin Lv. 17+, one Smite (hypothetical 5th level = 6d8), two attacks, longsword or rapier, 20 STR or DEX, Dueling:
2 * (.6 * (2d8+7))
+ (1 - .4^2) * 6d8 (chance of hitting at least once in the round and getting a Smite off)
= 41.88
Evoker or Dragon Sorcerer Lv. 17+, Scorching Ray 5th level, 20 INT or CHA:
6 * (.6 * (2d6+5))
= 43.2
So on average, the Evoker or Dragon Sorc w/ 5th-level Scorching Ray only barely outdamages a longsword or rapier Paladin using one (hypothetical) Smite.
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ADD2: Let's return to reality, each one using a 4th-level slot, which is the Smite maximum, again vs. AC 20:
Paladin Lv. 17+, one 4th-level Smite, two attacks, longsword or rapier, 20 STR or DEX, Dueling:
2 * (.6 * (2d8+7))
+ (1 - .4^2) * 5d8
= 38.1
Evoker or Dragon Sorcerer Lv. 17+, Scorching Ray 4th level, 20 INT or CHA:
5 * (.6 * (2d6+5))
= 36
The Paladin pulls ahead per use of 4th-level slot on a single action.
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