Smiting Initiate (5e Feat)

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Smiting Initiate

Prerequisites: Spellcasting or Pact Magic feature, Proficiency in Simple and/or Martial Weapons
You have been taught the ways of Smiting, and have learned to channel your own magic into your weapon. Over the course of a long rest, you may channel your magics into one particular weapon. Upon ending the long rest, you may expend a spell slot to gain the following benefits

  • You may use your spellcasting ability modifier, in place of Strength or Dexterity, when making attack and damage rolls with your chosen weapon.
  • Choose one damage type from acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal that additional damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
  • The weapon becomes magical if it is not already.

This effect is magical in nature, and can be dispelled with the dispel magic spell. The level of the spell used to create this effect is equivalent to that expended upon ending the long rest.

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