Thunderous Smite 5e: Unleashing Devastating Power for Paladins

Thunderous Smite

In Dungeons and Dragons 5th Edition, Thunderous Smite is a powerful 1st-level evocation spell used by Paladins to deal extra damage to their enemies. When cast, it imbues a melee weapon with the force of thunder, causing additional thunder damage and potentially knocking back and stunning opponents.

This spell can be a game-changer in combat, altering the battlefield dynamic and providing tactical advantages to the caster and their allies.

Understanding the mechanics of Thunderous Smite is essential for any Paladin who wants to make the most of their divine power.

The spell requires a bonus action to cast and lasts for a duration of one minute, during which time the Paladin’s first successful melee weapon attack will trigger the spell’s effects. Once unleashed, the thunderous energy creates a booming sound audible within 300 feet, dealing an extra 2d6 thunder damage to the targeted enemy, who must also make a saving throw to avoid being pushed back and knocked prone.

Key Takeaways

  • Thunderous Smite is a 1st-level evocation spell for Paladins, dealing extra thunder damage and potentially stunning opponents
  • The spell requires a bonus action to cast and lasts for one minute, during which the first successful melee weapon attack triggers the effects
  • The spell can create tactical advantages in combat by altering the battlefield dynamic and synergizing with other abilities and spells

Understanding Thunderous Smite 5e

Thunderous Smite 5e is an evocative spell accessible to Paladins in Dungeons & Dragons 5th Edition. As a 1st-level evocation spell, it can be quite rewarding when used at the right moments.

The main feature of the spell is to add extra thunder damage to a melee weapon attack during its duration. I’ll briefly explore the details of this spell to provide you with a clear understanding.

When casting Thunderous Smite, it requires just one bonus action, which means it is possible for me to perform other actions in the same turn. The range of the spell is self, and its duration is concentration, up to 1 minute. The spell’s key effect is that the first time I hit with a melee weapon attack during its duration, my weapon rings with thunder that is audible within 300 feet of me (). The attack deals an extra 2d6 thunder damage to the target.

Some crucial components to keep in mind are the necessity of maintaining my concentration during the spell duration and its visibility to opponents. Since the thunderous sound is audible within 300 feet, it usually attracts attention to my whereabouts ().

It’s important to note all the information about the spell can be found in the Player’s Handbook on page 282 (). The additional spells to Thunderous Smite offer various effects, allowing adaptability based on my needs during combat.

Remember that Thunderous Smite, like other Smite spells, work best with strategic timing and tactical foresight. As a Paladin, my ability to deal significant damage, while also remaining strong and resilient, is crucial. Rightly utilizing spells like Thunderous Smite is key to making the most of my powerful abilities.

Mechanics of Casting

In D&D 5th Edition, casting Thunderous Smite is a simple and effective way to deal additional damage and make a statement on the battlefield. Let me share with you the mechanics of casting this powerful spell.

Firstly, the casting time is crucial for understanding when and how to utilize this spell. I can cast Thunderous Smite as a bonus action, which means it doesn’t interfere with my ability to attack or perform other actions on my turn. This flexibility allows me to enhance my attack quickly and surprise my enemies.

There are some important components to consider when casting this spell. It requires only a verbal component (V), making it easier to cast in situations where I might have limited mobility or access to material components.

One essential aspect of Thunderous Smite is the spell’s range, which is self. This means that the spell targets me and my weapon, imbuing it with thunderous power that resonates when I connect with my enemies. Being a self-targeting spell ensures that I am the one empowered and can manage the spell’s effects according to my combat strategy.

Now, you may be wondering about the specifics of the damage dealt and additional benefits. Here’s a brief rundown:

  • Extra thunder damage: my weapon’s attack deals an additional 2d6 thunder damage to the target.
  • Audible thunder effect: the power of the spell creates a thunderous sound that can be heard up to 300 feet away. This loud noise can be an advantage or disadvantage depending on the situation.
  • Knockback and prone: if the target is a creature, they must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone. This can provide valuable battlefield control as I disrupt enemy formations and create openings for my allies.

To sum up, casting Thunderous Smite involves a bonus action with only a verbal component and a self range. This spell’s effects add 2d6 thunder damage to my next melee weapon attack, generate a thunderous sound, and can potentially knock back and prone my target. I can now unleash the power of this spell confidently and effectively in my adventures.

Damage and Effect

In Thunderous Smite 5e, the first melee weapon attack I make during the spell’s duration results in my weapon ringing with thunder, audible within 300 feet. The attack does an extra 2d6 thunder damage to the target. Thunder damage, as opposed to other damage types like fire or poison, generally represents the concussive force of a sonic boom.

The duration of Thunderous Smite is up to 1 minute with concentration. It means that I can maintain the spell’s effect for up to a minute, as long as I don’t lose my concentration due to taking damage, casting another concentration spell, or being incapacitated. It’s essential to maximize the spell’s effectiveness within this limited timeframe.

If the target is a creature, it must make a Strength saving throw against my spell save DC (Difficulty Class). Failing the saving throw results in the following two effects: The target is pushed 10 feet away from me, and it is knocked prone. The prone condition means the creature has disadvantage on attack rolls, and attack rolls against it have advantage if the attacker is within 5 feet of it. Conversely, attack rolls from farther than 5 feet have disadvantage.

To summarize the effects in a clear format:

  1. First melee weapon attack deals an extra 2d6 thunder damage.
  2. Target creature must succeed on a Strength saving throw or experience the following:
    • Pushed 10 feet away.
    • Knocked prone (disadvantage on attack rolls, advantage for nearby attackers, disadvantage for distant attackers).

It’s crucial to consider these effects and outcomes when utilizing Thunderous Smite in combat. Carefully positioning myself before casting the spell might give me the upper hand, especially against enemies with low Strength scores, as they are more likely to fail the saving throw. Additionally, by knocking ranged attackers prone, I can significantly impair their ability to hit my allies, making this spell versatile in various combat situations.

Comparison with Other Smites

When discussing different smites in 5e, it is important to mention Divine Smite and Wrathful Smite, as they are commonly compared to Thunderous Smite. Each smite has unique qualities that set them apart, and I will provide a brief comparison of these smites.

Thunderous Smite packs a punch with an extra 2d6 thunder damage and a possible knockback effect when you hit a target with a melee weapon attack. The loud thunder is audible within 300 feet, which can be both a blessing and a curse depending on the situation. More information on Thunderous Smite can be found here.

Divine Smite is a staple ability for paladins, allowing them to expend a spell slot to deal additional radiant damage on a successful melee attack. The damage scales with the spell slot level used, making it a flexible option for paladins of any level. Divine Smite does not require a bonus action to activate, unlike other smite spells, so it can be combined with spells like Thunderous Smite for added damage.

Wrathful Smite is an interesting alternative to Thunderous Smite, dealing an additional 1d6 psychic damage and potentially causing the target to be frightened. Unlike other smite spells, Wrathful Smite does not explicitly require a weapon to be used, which makes it a slightly more versatile option. The frightened condition can be a valuable crowd control tool, especially during encounters with multiple enemies. Learn more about Wrathful Smite in this discussion.

Here’s a quick comparison of these smites:

SmiteDamage TypeAdditional EffectsAction Required
Thunderous2d6 ThunderKnockback, audible within 300 feetBonus Action
DivineScalingRadiant, scales with spell slot levelNone
Wrathful1d6 PsychicFrightened condition on targetBonus Action

In conclusion, each of the smites mentioned above has its pros and cons, depending on the circumstances and your playstyle. As a paladin, it’s essential to understand the differences and choose the smite that best fits the situation.

Connection to the Paladin Class

As a paladin, I possess a unique set of class features that set me apart from other classes in Dungeons and Dragons 5e. One such feature is the ability to cast spells from a special paladin spell list. Among these spells, Thunderous Smite stands out as an iconic and powerful choice that allows me to imbue my melee weapon attacks with divine energy.

To cast Thunderous Smite, I expend one of my paladin spell slots and use my bonus action. When I successfully strike an enemy with my melee weapon during the spell’s duration, my weapon rings with an audible thunder that can be heard up to 300 feet. This powerful infusion of divine energy deals an extra 2d6 thunder damage to the target.

I have noticed that Thunderous Smite synergizes well with other paladin class features. For example, when I successfully land a melee weapon attack, I can choose to stack my Divine Smite feature with Thunderous Smite, thereby inflicting even greater damage in a single hit. Such offensive capabilities enhance my role as a fearsome and devoted defender of good.

Here’s a quick summary of how Thunderous Smite interacts with my paladin class features:

  • Spell list: Thunderous Smite is a 1st-level spell exclusive to paladins.
  • Class feature: Stacks with my Divine Smite ability for additional damage.
  • Spell’s duration: Active until I land a melee weapon attack or 1 minute passes.

In conclusion, Thunderous Smite is an essential part of my arsenal as a paladin. Its connection to my class features, spell list, and duration make it an ideal choice to deal increased damage and protect the innocent, fulfilling the role of a righteous warrior.

Advantage and Initiative

Advantage

As a player, I’ve found that one of the major benefits of using Thunderous Smite is the potential to gain advantage in combat. When you successfully hit an opponent with a melee weapon attack during the spell’s duration, your weapon rings with thunder, dealing an extra 2d6 thunder damage to the target.

Additionally, if the target fails a Strength saving throw, they’re pushed 10 feet away from you and knocked prone. This can provide me with a significant tactical advantage during combat.

Knocking an opponent prone can be a game-changing move. When an enemy is prone, melee attacks against them have advantage, increasing the chances of landing powerful blows.

Moreover, the enemy’s movement is reduced to zero until they spend half of their movement to stand up. This delay in an enemy’s ability to act gives me and my allies extra time to react and plan our next moves.

Initiative

While casting Thunderous Smite doesn’t have a direct impact on initiative, using this spell effectively requires considering your turn order in combat. As a bonus action, you can cast the spell on your turn to prepare for your next melee weapon attack. It’s essential to be mindful of the initiative order to avoid losing concentration before landing a successful hit.

For example, if I cast Thunderous Smite immediately before attacking, I might find myself targeted by enemies between my turn in the initiative order. If I take damage, there’s a chance of losing concentration on the spell. However, if I cast the spell when I have a higher initiative or can anticipate minimal damage from enemies, it becomes more likely that I’ll retain concentration and land that valuable thunder-charged blow.

To sum it up, I’ve found that making the most out of Thunderous Smite relies on taking advantage of an opponent’s prone position and maintaining concentration despite the ever-changing battlefield. Planning your casting of this spell and being aware of the initiative order can make a significant difference in combat situations.

Correlation with Monsters and Protection Spells

In my experience playing D&D 5e, the use of Thunderous Smite can complement the strategies against various monsters we might encounter during our adventures. Thunderous Smite is a 1st-level evocation spell, which adds 2d6 thunder damage to my melee weapon attacks and can push targets away, making it valuable when dealing with close-range enemies.

To enhance my effectiveness in close-range combat, I often combine Thunderous Smite with other spells, such as Protection from Evil and Good and Divine Favor. Protection from Evil and Good grants protection against specific types of monsters like aberrations, celestials, elementals, fey, fiends, and undead. This protection gives me advantage on saving throws against these creatures and prevents them from charming, frightening, or possessing me.

On the other hand, Divine Favor is another 1st-level spell that adds 1d4 radiant damage to my weapon attacks. When I use it in combination with Thunderous Smite, I can increase the overall damage output, making my attacks more effective against various monsters, particularly those vulnerable to radiant damage.

Here’s a quick comparison of these spells:

SpellCasting TimeDurationEffect
Thunderous Smite1 Bonus ActionConcentration, up to 1 minuteAdds 2d6 thunder damage and pushes target
Protection from Evil and Good1 ActionConcentration, up to 10 minutesGrants protection against specified creature types and provides advantage on saving throws
Divine Favor1 Bonus ActionConcentration, up to 1 minuteAdds 1d4 radiant damage to weapon attacks

In conclusion, using Thunderous Smite in combination with Protection from Evil and Good and Divine Favor allows me to be more adaptable and effective in combat scenarios. Balancing offensive spells like Thunderous Smite and Divine Favor with defensive spells like Protection from Evil and Good maximizes my capabilities as a melee combatant while also ensuring my survivability against various monsters in D&D 5e.

Breaking Down the Concentration Aspect

Thunderous Smite is a paladin spell in Dungeons and Dragons 5th edition, giving your weapon a powerful thundering effect for a brief moment. One key aspect of this spell is its concentration mechanic.

In the case of Thunderous Smite, the duration of the spell is Concentration, up to 1 minute. This means that I can maintain the spell’s effects as long as I maintain concentration, but not longer than a minute. Once I hit a target with a melee weapon attack, the spell effect triggers and deals an extra 2d6 thunder damage to the target. The thunderous effect is extremely noticeable, being audible within 300 feet of me.

When it comes to concentration, it’s essential to understand that my character can only maintain concentration on one spell at a time. If I want to cast another concentration spell, I will need to drop concentration on Thunderous Smite first. Additionally, if I take damage during the battle, I must make a Constitution saving throw to keep concentrating on the spell. The DC for this saving throw is usually 10 or half the damage taken, whichever is higher. Failing the saving throw means I lose concentration and the spell ends.

One important aspect to note about Thunderous Smite is that its effects are not ongoing. The spell’s thunderous effect only takes place the first time I hit with a melee weapon attack during its duration.

So, once I’ve successfully hit a target and dealt the extra damage, there is no reason to concentrate on the spell any further. In this sense, the concentration mechanic for Thunderous Smite is more of a timing and tactical element, rather than a persistent effect.

In summary, the concentration aspect of Thunderous Smite mainly serves as a preparation tool and maintains the spell’s effect until I successfully hit a target. It is essential to keep in mind that I can only concentrate on one spell at a time and may need to make Constitution saving throws to maintain concentration during combat. However, once the thunderous effect triggers, there’s no need to continue concentrating on the spell.

Frequently Asked Questions

How does Thunderous Smite work in 5e?

Thunderous Smite is a 1st-level evocation spell in D&D 5e. When I cast it, my first successful melee weapon attack during the spell’s duration will deal an additional 2d6 thunder damage to the target and produce a thunderous boom audible within 300 feet. Additionally, if the target fails a Strength saving throw, it is pushed 10 feet away and knocked prone. The spell’s duration is up to one minute and requires concentration (source).

What are the requirements for casting Thunderous Smite?

To cast Thunderous Smite, I need to use a bonus action with a range of self and have the Verbal (V) component. As a concentration spell, I cannot concentrate on another spell simultaneously, and I must maintain concentration to keep the spell active (source).

Can Thunderous Smite be used with other smite spells?

No, I cannot use Thunderous Smite with other smite spells at the same time. Since it is a concentration spell, casting another concentration spell would cause me to lose concentration on Thunderous Smite, thus ending its effect (source).

What are the differences between Thunderous Smite and Searing Smite?

While both are 1st-level Paladin spells that enhance my melee weapon attacks, they have different damage types and effects. Thunderous Smite deals thunder damage, creates a loud noise, pushes the target, and knocks them prone. On the other hand, Searing Smite deals fire damage and has the potential to ignite the target, causing them to take additional fire damage on subsequent turns until the effect ends or the target or its ally extinguishes the flames (source).

How does the spell save DC affect Thunderous Smite?

The spell save DC affects the target’s Strength saving throw against being pushed and knocked prone by Thunderous Smite. If the target’s saving throw is equal or greater than my spell save DC, it resists the push and prone effects but still takes the additional thunder damage (source).

What classes have access to Thunderous Smite in 5e?

In D&D 5e, only the Paladin class has access to Thunderous Smite as a 1st-level spell (source). Additionally, other classes that gain access to spells from the Paladin spell list through features or multiclassing could potentially acquire Thunderous Smite.

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