The Smite is one of the most powerful, fearsome, and destructive weapons ever created. While it is not known who created it, or who first used it, what is known is that the Smite obeys the concept of the purest destruction. The Smite is said to be able to level a city. However, the user is required to control the pure destruction within it. If the user loses control, the destruction will be released, killing the user and all within a large radius.
However, about the Thunderous Smite when you strike with a melee weapon during this spell’s duration, your weapon echoes with thunder audible within 300 feet of you, and as a result, you deal an additional 2d6 thunder damage to the target.
Additionally, if the target may be a creature, it must make a Strength saving throw or it will be pushed 10 feet away from you and knocked pronely. Therefore, the additional damage increases by 1d6 for every level above 1st once this spell has been cast using a spell slot of 2nd level or higher.
Thunderous Smite 5e
- Casting Time: 1 bonus action
- Components: V
- Scales: No
- Range: Self
- Duration: Concentration, up to 1 minute
- Casters: Paladin
At the moment of this spell’s duration, you are actually doing a melee weapon attack when you are doing the first hit. Additionally, you can hear the thunder ringing from your weapon within 300 feet of you, but when it lands on the target, it will deal 2d6 extra damage.
Finally, I have some advice to share: player characters can do awesome things on purpose. All characters can do a couple of things extremely well, but no character can do everything.
There’s less luck involved and more of a principle to think about when designing products. The design of your product prevents two parts from fitting together if they aren’t meant to. It is often the case that a well-designed product that requires assembly does not have any connectors that are the right size and shape to accept the wrong part simply.
The designers of the 5th edition of D&D followed this principle religiously, whether they attributed it to Murphy or not. You will not be able to use two parts of the sport simultaneously if they aren’t meant to be used together. If two things don’t “stack,” then you’re just following the instructions for both of them literally.
There is no such thing as an overpowered form of magic spell. It doesn’t matter if the druid wins fights with an equivalent form or the sorcerer casts an equivalent spell.
As for your closing statement, you are right: smite spells do not stack. To cast a paladin’s smite spell, he must take a bonus action and maintain concentration. As a result, you cannot cast thunderous smite followed by searing smite and hit an enemy with both spells.
It isn’t possible to cast both within the same round, and you’d need to stop concentrating on the primary one if you try to do so after you’ve cast the other.
The player is correct about the Divine Smite combo, as thunderous smite is a spell cast while Divine Smite is a category feature used after an attack is made. Thunderous Smite is a spell, while Divine Smite isn’t a spell and doesn’t require a bonus action.
It works because you’re following the rules for both abilities without conflicting with one another.
What does thunderous smite do?
Whenever you make a melee weapon attack during this spell’s duration, your weapon echoes with thunder that is audible within 300 feet of you, and the attack deals an additional 2d6 thunder damage to the target.
Does thunderous smite only work once?
One creature is affected by this effect at a time – the first one you hit with a melee weapon attack while you concentrate on the spell.
What level is thunderous smite?
The spell is also a 1st level spell, which means it can be cast early in a game. This spell enchants the caster’s weapon so that all weapons hit by their next attack will deal extra thunder damage and cause the target to be knocked prone if they fail an Str saving throw.