I am running a 4th level Oath of Devotion paladin in the 5E DnD Forgotten Realms setting. One of his party members is a 5th level Swarm keeper ranger. Our game is open to all classes, subclasses and races as well as a few optional rules from several sourcebooks. The paladin is a fairly new player and wants to know why his Thunderous Smite spell only works on a single hit and the ranger's Hunter's Mark works for every hit. I feel the wording is pretty clear, but could use some clarification to make sure I'm not reading it wrong. His argument is that it is a 1 minute concentration spell so he should get the extra damage and effect with each hit during that minute as long as he maintains concentration. I argue that the spell says "the first time you hit" which implies only the first time. Seems simple but verification would help.
The only effect of the 1 minute duration is that it gives you multiple rounds to actually land a hit; once you land a hit the spell ends. It should be fairly obvious that a first level spell that adds 2d6 and knockdown to every attack for the next minute is not a first level spell (if you want to add damage to every hit as a paladin, use divine favor).
The first time you hit with a melee weapon attack during this spell’s duration,
As for balance, the smite spells are meant to be alternatives to divine smite at the same level and so also function for a single strike. The default damage for a level 1 smite is 2d8 like divine smite. The dice level or number is usually decreased when a special effect is added like knock down which is why thunderous smite is 2d6 and not 2d8.
Consistent increases to damage that last the whole combat don't appear before 3rd level spells
To be blunt, because the smite spells are only situationally useful. Generally they are rubbish.
A spell slot to get one instance of bonus damage plus an additional effect just isn't a good use of a spell slot. Using the spell slot for the Divine Smite feature is usually better, as you can choose whether or not to smite after you hit and divine smite doesn't require concentration..
The smite spells are for when you want the additional effect. Banishing smite to make the evil bad guy(tm) go away. Thunderous smite to put an opponent on the ground a distance away from you. Wrathful smite to debuff the opponent.
If the paladin player wants a spell that adds damage to every hit, they are looking for divine favor.
Though I reckon a 4th level paladin should be concentrating on bless.
As greenstone walker said, the statue spells are pretty crap. They are changing them with next year’s update, though, so there’s hope. Sometimes branding smite can be useful, and banishing smite. Most of them, however, are just crap.
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I am running a 4th level Oath of Devotion paladin in the 5E DnD Forgotten Realms setting. One of his party members is a 5th level Swarm keeper ranger. Our game is open to all classes, subclasses and races as well as a few optional rules from several sourcebooks. The paladin is a fairly new player and wants to know why his Thunderous Smite spell only works on a single hit and the ranger's Hunter's Mark works for every hit. I feel the wording is pretty clear, but could use some clarification to make sure I'm not reading it wrong. His argument is that it is a 1 minute concentration spell so he should get the extra damage and effect with each hit during that minute as long as he maintains concentration. I argue that the spell says "the first time you hit" which implies only the first time. Seems simple but verification would help.
The only effect of the 1 minute duration is that it gives you multiple rounds to actually land a hit; once you land a hit the spell ends. It should be fairly obvious that a first level spell that adds 2d6 and knockdown to every attack for the next minute is not a first level spell (if you want to add damage to every hit as a paladin, use divine favor).
In terms of text
thunderous smite only effects a single target due to the phrase
As for balance, the smite spells are meant to be alternatives to divine smite at the same level and so also function for a single strike. The default damage for a level 1 smite is 2d8 like divine smite. The dice level or number is usually decreased when a special effect is added like knock down which is why thunderous smite is 2d6 and not 2d8.
Consistent increases to damage that last the whole combat don't appear before 3rd level spells
To be blunt, because the smite spells are only situationally useful. Generally they are rubbish.
A spell slot to get one instance of bonus damage plus an additional effect just isn't a good use of a spell slot. Using the spell slot for the Divine Smite feature is usually better, as you can choose whether or not to smite after you hit and divine smite doesn't require concentration..
The smite spells are for when you want the additional effect. Banishing smite to make the evil bad guy(tm) go away. Thunderous smite to put an opponent on the ground a distance away from you. Wrathful smite to debuff the opponent.
If the paladin player wants a spell that adds damage to every hit, they are looking for divine favor.
Though I reckon a 4th level paladin should be concentrating on bless.
As greenstone walker said, the statue spells are pretty crap. They are changing them with next year’s update, though, so there’s hope.
Sometimes branding smite can be useful, and banishing smite. Most of them, however, are just crap.