Level 2 Evocation spell available to Paladins. Your next weapon hit deals an extra 2d6 Radiant damage, and the target is lit up so it cannot turn Invisible for ten turns. It is the Smite you take for the utility rather than the number.
Spell description: Smite the target and possibly mark it with light, preventing it from turning Invisible.
Spell properties
- Range: Melee: 1.5m (5ft)
- Duration: 10 turns
- Concentration spell
- Save: CON save
- Attack: Attack roll
- Damage: 2d6 Radiant
- Conditions applied: Target cannot turn Invisible.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Damage increases by 1d6 Radiant for each spell slot level above the 2nd.
How to obtain Branding Smite
- Paladin at Class level 5
BRANDING SMITE
Level 2 Evocation SpellSmite the target and possibly mark it with light, preventing it from turning Invisible.
CONDITION: BRANDED
Condition: Branded
- The creature sheds dim light and cannot become Invisible.
- Existing Invisibility is removed.
When to cast Branding Smite
It is a worse Divine Smite for damage, and you already have Divine Smite. Same slot, 2d6 instead of 2d8, and this one is Concentration. If all you want is a bigger hit, use the button you already own.
What it does that Divine Smite cannot is the mark. A branded creature cannot go Invisible, which matters against precisely the enemies who cheat that way: the Act 2 shadows, the assassins in Act 3, anything that vanishes and reappears behind your Wizard. Brand it and it stays where you can hit it.
Because it is Concentration and lingers, it also plays nicely with the Paladin’s habit of not concentrating on anything at all. Cast it on the approach, take the first hit with the bonus damage, and the mark keeps working while your slots go on the Smites that actually hurt.
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