Searing Smite 5e Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 62nd episode of our first level spell series. Today we’re gonna be taking a look at dnd 5e searing smite spell which is a really really great spell. It is usable by the paladin and it is found in the player’s handbook. With that being said let’s take a look at the mechanics here.


The effect at a glance is as followed: On a melee hit; the target makes a constitution save. On a fail the target ignites in flames dealing 1d6 fire damage per turn until the spell ends. The target repeats the save at the start of each turn. The flame ends early if the target succeeds on a save. An action is used to extinguish the flame or some other effect douses the flame. Which makes sense logically right! Really great stuff

  • Damage: damage +1d6 (+1d6 per spell slot above 1st)
  • Casting Time: 1 Bonus action
  • Range: Self
  • Duration: 1 Minute (Concentration)
  • Saving throw: Con
  • Components: Verbal
  • School: Evocation
  • Damage Type: Fire

So your damage is your weapon damage plus 1d6 plus an additional d6 per spell slot level above 1st and this is all initial damage upfront. Cast time is a bonus action, range is self, the duration is one minute and it is a concentration just bear that in mind. The saving throw is constitution, the components are just verbal which is really nice. The school is unsurprisingly evocation and the damage type is fire.

This is a particularly wordy spell so let’s take a look at its full description and coming as flesh it out a little bit simpler.


In searing smite 5e spell…At the next time you actually hit a creature with the melee weapon attack at the time of spells duration, here also your weapon would flare with the white-hot intensity, and of course the attack deals an extra 1d6 fire damage for the target and also causes the target for igniting in flames.

Actually, until the spell ends at each and every start  of its turns, the target must make a constitution saving throw. This searing smite paladin 5e has different results in each of its save’s such as on a failed save, this searing smite 5e spells take 1d6 fire damage and on a successful save, the spell will end.

But any how, if the target or a creature which is within 5 feet of it uses an action and this action is to put out the flames, or if some of the other effect douses the flames (like the target being submerged in water) and the searing smite d&d 5e spell will be end.

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At Higher Levels:

Whenever you cast this 5e spell by using a spell slot of 2nd level or higher, then the initial extra damage dealt by the attack would increase by 1d6 for each slot.

So once again it’s just the initial damage that increases it isn’t the prolonged d-o-t effect that gets a boosted. So i really like it for the most part, i think it’s really cool even from a thematic standpoint but it’s yeah i just like it i think its fine. It’s not the best smite but it’s certainly one of the cooler ones from my end of things. That being said, lets take a look at any alternative uses if i have.

Alternative Uses

So because of the way that spells worded it’s actually kind of limiting the only way that i found might be a cool way to use it is use it as an intimidation tactic. You know a flaming blade probably pretty intimidating for a lot of people so i think a have advantage on intimidation checks while you’re using this, i think that’s fair. Outside of that i honestly can really think of anything.

Attributes Of Searing Smite 5E Spell

Casting Time1 bonus action
DurationConcentration, up to 1 minute
Level1st-level evocation

So, if you have any cool ideas please put them down in the comment section down beneath. I’d really appreciate it same if you have any cool stories, thoughts, ideas, anything like that. That being said guys, thank you so much for checking out this article, i really do appreciate it. That being said, i hope you all have a wonderful day and as always happy casting.

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