Shining Smite
- Level & School
- 2nd-level transmutation
- Casting Time
- Bonus action, which you take immediately after hitting a creature with a melee weapon or an unarmed strike
- Range
- Self
- Components
- V
- Duration
- Concentration, up to 1 minute
- Classes
- Paladin
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
- Level & School
- 2nd-level evocation
- Casting Time
- Bonus action
- Range
- Self
- Components
- V
- Duration
- Concentration, 1 minute
- Classes
- Paladin
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Shining Smite 5.5e 2024 vs. 5e 2014 edition differences
The 2014 version deals extra radiant damage on hit, makes the target shed dim light, and prevents invisibility. The 2024 version deals the same damage, causes the target to shed bright light, grants advantage on attack rolls against it, and explicitly states it can't benefit from invisibility. Damage increase wording differs slightly.