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Branding Smite: Difference between revisions

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*Initial Damage: Weapon damage +{{DamageInfo|count=2|die=6|type=Radiant}}
*Initial Damage: Weapon damage +{{DamageInfo|count=2|die=6|type=Radiant}}
*Attack Roll
*Attack Roll
*Range: {{C|[[File:Range Icon 2.png|frameless|upright=0.1]] Weapon Range}}
*Range: {{C|[[File:Range Icon.png|frameless|upright=0.1]] Weapon Range}}
*Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}}
*Saving Throw: {{C|[[File:Saving Throw Icons.png|frameless|upright=0.1]] [[Constitution]]}}
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}}
*Concentration: {{C|[[File:Concentration Icons.png|frameless|upright=0.1]] Required}}

Revision as of 15:41, 16 July 2023

Branding Smite is a Level 2 Evocation Spell. This spell allows spellcasters to cause their weapon to gleam with astral radiance, allow them to mark targets with light, preventing them from turning Invisible.

"Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible."

Action Bonus Action Level 2 Spell Slot

Damage Weapon Damage + 2d6
Damage Types Radiant
Range Weapon Range
School Evocation
Saving Throw Constitution
Concentration Required
Condition Branding Smite
Duration 10 turns
Class Paladin

Description

Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible.

If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. This spell, unlike other Smite Spells, will work with Ranged weaponry.

Properties

Action + Bonus Action + Level 2 Spell Slot

Available to level 2 Paladin.

  • Initial Damage: Weapon damage +
    2d6 (2~12) Damage TypesRadiant
  • Attack Roll
  • Range: Weapon Range
  • Saving Throw: Constitution
  • Concentration: Required
  • Spell Variants:
    • Branding Smite (Melee)
    • Branding Smite (Ranged)