Regular readers of this blog (hypothetical beings of extreme awesomeness) will know that I like to have a little bitch and moan about elements of the game that – in my gaming experience at least – have proved overpowered, creating imbalance in the gameplay.
Under my probing microscope I’ve analysed and dismantled the lucky feat and come up with ways of dealing with problematic spells like banishment and counterspell. In fact I’ve been so efficient in dealing with the peccadillos of 5th edition that I’m surprised Mr. Crawford hasn’t looked me up and offered me a job on the 6e team. It’s firstname.lastname@example.org in case you’re trying to reach me Jeremy.
Today’s topic is a pet peeve of mine: Divine Smite.
I once made the mistake of asserting that the Paladin class is overpowered on a large Facebook forum and, whilst a few people heartily concurred with me, the majority shot me down with lots of assumptions about how I was playing the game all wrong, but little in the way of convincing argument. Since then I have detected a massive communal Paladin love-in with both players and game designers alike, which might account for why this class is the only one that has it all in their locker: fighting ability, spellcasting, some of the strongest features/powers in the game and – in the Divine Smite ability – the potential to do mega damage.
The Paladin class in general I’ll bitch about in a separate post, but let’s take a specific look at Divine Smite (p.85 Player’s Handbook). Using a 1st level spell slot you can 2d8 damage extra damage with a melee attack that hits, and an extra d8 on top of that for every spell slot above 1st you are willing to expend.
At first it doesn’t look outrageous. After all you have to sacrifice a spell slot, but why it turns out being too powerful is because it’s a melee attack and spell attack combined. It allows you to effectively cast a high damage spell without expending an extra action and with no saving throw, and in fact once the Paladin gets multiple attacks he can in effect have two melee attacks and cast the equivalent of two spells all in one round. The result is that a Paladin at 9th level attacking with a longsword can do a total of 10d8 damage (+ str modifier doubled) against a baddie in one round with no save (ie. two attacks at 1d8 [longsword] plus 4d8 [3rd level spell slot] each). If his opponent is undead – and who hasn’t fought in a campaigns where every foe was undead? – that goes up to 12d8 total. When the Paladin gets improved Divine Smite at 11th level he could deal 14d8 damage in one round to an undead foe. In all these cases he has to hit with both his melee attacks, but by 9th level that’s pretty likely against most monster ACs.
After that the 9th level Paladin can use up two of his 2nd level spell slots to do another 8d8 (10d8 if undead) the following round, and then back that up with another 7d8 (9d8) in the third round of combat, and then 6d8 (8d8) and still have a spell slot left. Which basically means that one character of the party gets to take down the biggest monster of the day every day, whilst the others twiddle their thumbs. Which is just a bit boring, if you’re not the one playing the Paladin.
The only thing vaguely comparable in the game is the Rogue’s sneak attack, but that can only be dealt once a round, even if the Rogue gets a second attack (which he might if they use their bonus action to attack with an off hand weapon), meaning at 9th level a Rogue is limited to 6d6 damage (1d6 shortsword + 5d6 bonus damage). Of course the Sneak Attack never runs out, unlike spell slots, but unlike smite it does rely on the right circumstances (having advantage, or an ally distracting the target) and is pretty much the only thing the Rogue has going for them vs. the Paladin’s durability and other divine powers and spellcasting options.
Maybe if your Dungeon & Dragoning only consists of waking up in the tavern and then fighting a large and unlikely succession of monsters on the road day after day (so DnD 1.0!) it might not prove to be too overpowered, as the spell slots would get burned up after one or two combats. But if you just fight two or three times in an adventuring day it basically means the Paladin in the party will be deciding the most important battle of the day with Divine Smite every time.
Hipster Rules Fix
Is there an easy fix? I would suggest two or three things that could easily reduce the impact of Divine Smite without Paladin PCs feeling they are getting nerfed.
The first would be limit its use to one time a round, like Sneak Attack. That means they can still do the same damage per spell slot expended but – in the case of fighting one big bad boss – not before at least some of the other PCs have a chance to contribute to the fight, as well as letting the big bad boss actually have a chance to show off his own abilities, making for a tenser, better fight.
It would also mean less dice rolling per round, something that has a negative effect on gameplay as others look at their watches while the Paladin PC finishes calculating the massive damage of their first smite of the round and then gathers up all the d8s on the table for the second… super tedious!
(I’ve just considered the possibility of a Paladin using an off hand weapon as a bonus action and getting a third smite per round… *shudder!*).
I would also suggest that a Paladin should only be able to use a maximum of half their spell slots of any given level to deal Divine Smites, rounding up. So a 9th level Paladin could do 2 x 1st level smites, 2 x 2nd level smites and 1 x 3rd level smite. This has the added benefit of forcing the Paladin PC to be more interesting and use some of their actual spells rather than just turning into a damage dealing machine.
Also you should definitely rule that Divine Smite can only be invoked using Paladin spell slots, something that is not clear from the Player’s Handbook. Unless you’re trying to break the game that is a no brainer, as how could you channel divine power via picking up a spot of sorcery?
I’ve also seen a lot of people on forums mention that they always wait until this score a critical hit to use their smites. As a DM I would rule that Divine Smite damage doesn’t double up on crits… scoring a critical hit is a physical thing, striking the enemy in just the right place at just the right time, and it doesn’t make sense that divine energy would in anyway be reliant on that. In my imagination at least the righteous power of the god is summoned and flows through the Paladin’s weapon in relation to the Paladin’s spiritual power (ie. what spell slot he extended) and it flows in the same strength no matter how sweetly or not the blade strikes. But maybe that’s just me being a spoilsport.
Alternatively you could rule that the PC has to declare if they will use Divine Smite should their attack hit and what spell slot they will expend in that case. This would rule out cynical attempts to do insane damage, but still allow for the fun of a mega critical hit.
*UPDATE: Definitive Hipsters Rules Fix*
So, taking the cue from one of the commentators below and the already existing mechanics of the thunderous smite, searing smite and banishing smite spells – and gleefully ignoring all the paladin fanboys’ tantrums and tears – I’m turning Divine Smite into a spell, which is what it should have been all along.
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Appealing to your god’s anger, you channel their divine wrath into your weapon. The first time you hit a creature with a melee weapon attack during this spell’s duration your attack deals an extra 2d8 radiant damage to the target. The damage increases by 1d8 if the target is an undead or a fiend.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d8 for each slot above 1st level.
So there you go, using WOTC mechanics to fix WOTC mechanics… this works in a way that is both balanced and familiar, and also means it’s occasionally worth actually using thunderous smite, which is a really fun and flavourful spell that never gets used normally.