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Paladins smiting with multiple damage types?
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<blockquote data-quote="NotAYakk" data-source="post: 8124228" data-attributes="member: 72555"><p><strong>Thunder Smite</strong>: (Alternative class feature, replaces Divine Smite and Improved Divine Smite)</p><p>Starting at 2nd Level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Giant or Construct. You then gain temporary HP equal to the amount of damage the smite dealt.</p><p></p><p>At level 11, your melee weapon attacks deal an extra 1d6 Thunder damage, and grant an equal number of temporary HP. On a critical hit, the target must make a strength saving throw against your spellcasting DC or be knocked prone.</p><p></p><p>[spoiler]Reduced damage, temporary HP, different creatures take extra damage.</p><p></p><p>L 11 feature has the critical rider, because repeated temporary HP on a round doesn't stack as well as repeated damage. So I added something a bit fun.</p><p></p><p>Temporary HP don't stack, and by default last until the next long rest.[/spoiler]</p><p></p><p><strong>Doom Smite</strong>: (Alternative class feature, replaces Divine Smite and Improved Divine Smite)</p><p>Starting at 2nd Level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Humanoid or Celestial. You then lose HP equal to the damage the smite dealt (this cannot reduce your HP below 1, and ignores temporary HP), and gain temporary HP equal to the damage the smite dealt that last for 1 minute.</p><p></p><p>At level 11, your melee weapon attacks deal an extra 1d8 Necrotic damage.</p><p></p><p>[spoiler]Same damage. Your HP are quickly reduced to 1, but your short-term survivability stays level or goes up. This sort of "dooms" you in the future.</p><p></p><p>L 11 extra damage can just stay extra damage.</p><p></p><p>Thematically, you are fueling the smite with your life force, while being temporarially sustained by the foul energy you are using.[/spoiler]</p><p></p><p><strong>Rabbit Smite</strong>: (Alternative class feature, replaces Divine Smite and Improved Divine Smite)</p><p>Starting at 2nd Level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal bludgeoning damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Dragon or Monstrosity or allergic to Rabbit-fur.</p><p></p><p>At level 11, your melee weapon attacks deal an extra 1d8 Bludgeoning damage.</p><p></p><p>[spoiler]Hop hop[/spoiler]</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8124228, member: 72555"] [B]Thunder Smite[/B]: (Alternative class feature, replaces Divine Smite and Improved Divine Smite) Starting at 2nd Level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an Giant or Construct. You then gain temporary HP equal to the amount of damage the smite dealt. At level 11, your melee weapon attacks deal an extra 1d6 Thunder damage, and grant an equal number of temporary HP. On a critical hit, the target must make a strength saving throw against your spellcasting DC or be knocked prone. [spoiler]Reduced damage, temporary HP, different creatures take extra damage. L 11 feature has the critical rider, because repeated temporary HP on a round doesn't stack as well as repeated damage. So I added something a bit fun. Temporary HP don't stack, and by default last until the next long rest.[/spoiler] [B]Doom Smite[/B]: (Alternative class feature, replaces Divine Smite and Improved Divine Smite) Starting at 2nd Level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Humanoid or Celestial. You then lose HP equal to the damage the smite dealt (this cannot reduce your HP below 1, and ignores temporary HP), and gain temporary HP equal to the damage the smite dealt that last for 1 minute. At level 11, your melee weapon attacks deal an extra 1d8 Necrotic damage. [spoiler]Same damage. Your HP are quickly reduced to 1, but your short-term survivability stays level or goes up. This sort of "dooms" you in the future. L 11 extra damage can just stay extra damage. Thematically, you are fueling the smite with your life force, while being temporarially sustained by the foul energy you are using.[/spoiler] [B]Rabbit Smite[/B]: (Alternative class feature, replaces Divine Smite and Improved Divine Smite) Starting at 2nd Level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal bludgeoning damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Dragon or Monstrosity or allergic to Rabbit-fur. At level 11, your melee weapon attacks deal an extra 1d8 Bludgeoning damage. [spoiler]Hop hop[/spoiler] [/QUOTE]
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