Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking in to the 71st episode of our first level spell series. Today we’re gonna be taking a look at dnd 5e thunderous smite spell usable by the paladin and through extension anyone else with access to their spell lists and it is found in the player’s handbook so we should all have access to it. With that hyped up intro out of the way let’s take a look at its mechanics here.
It’s effect at a glance is as followed, your first melee hit makes a 300ft boom, and deals extra damage. Should the target be a creature. They make a strength save. On a fail they’re pushed back 10ft away from you and knocked prone. Which is very very interesting stuff.
- Damage: Melee weapon damage +2d6
- Casting time: 1 bonus action
- Range: Self
- Duration: 1 minute (concentration)
- Saving throw: STR
- Components: Verbal
- School: Evocation
- Damage Type: Thunder
So the damage is your melee weapon damage plus an additional 2d6. The cast time is a fantastic one bonus action, the range is self, the duration is one minute and it is a concentration spell so please bear that in mind. The saving throw as mentioned earlier is a strength-based saving throw.
The components are just verbal meaning both your hands can be occupied which is what makes this nice so played. The school is evocation which makes logical sense and the damage type also logically making sense is a thunder. With those mechanics out of the way let’s take a look at its description.
Do you know what does this thunderous smite normally do? here we have explained it…Actually, at the first time you do hit with the melee weapon attack at the time of this dnd thunderous smite spells duration and also your weapon rings with the thunder and that ring sound would audible within 300 feet from you, and to the target the attack would deal an extra 2d6 thunder damage.
Also read: swift quiver spell 5e
In an addition, if the target was a creature and also it should be succeeded on a strength saving throw or else it should be pushed 10 feet away from you and also knocked prone.
Which is really great! Prone in case you’re not super super familiar with him is where you force a creature to crawl which is considered difficult terrain you do it. The creature also has disadvantage that attack roles and attack rolls against the creature have advantage of being packer is within five feet of the creature otherwise the peg balls disadvantage so get up nice and snug if you’re gonna laugh. With all that being said and done let’s talk about some alternative uses here.
Attributes Of DnD Thunderous Smite
|Casting Time||1 bonus action|
|Duration||Concentration, up to 1 minute|
So the best ones i could think of would be to use the boom as a way to alert follow party members to your location or cause a distraction. You can also use that push of ten feet as a way to get enemies into traps. Outside of those i couldn’t really think of a whole lot.
So if you have any ideas, any cool alternative uses or ideas or cool stories involving thunderous smite. I’d really like you to put them down beneath in the comment section i really appreciate it and i know everyone checking in this article would as well. That being said guys thank you so much for checking in today i really do appreciate it. I hope you all have a wonderful day and as always happy casting.