Searing Smite

1st level Evocation
Casting Time
1 Bonus Action
Concentration, up to 1 minute

Spell Description

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Damage Dice 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6
Min Damage 1 2 3 4 5 6 7 8 9
Average Damage 3.5 7 10.5 14 17.5 21 24.5 28 31.5
Max Damage 6 12 18 24 30 36 42 48 54
Lvl Dice Min Avg Max
1st 1d6 1 3.5 6
2nd 2d6 2 7 12
3rd 3d6 3 10.5 18
4th 4d6 4 14 24
5th 5d6 5 17.5 30
6th 6d6 6 21 36
7th 7d6 7 24.5 42
8th 8d6 8 28 48
9th 9d6 9 31.5 54

Is Searing Smite Good?

Overall Rating: Green. This means that searing smite is a good spell.

Overall Notes: Could provide better damage than a Divine Smite as it causes fire damage turn after turn until the target succeeds in a CON save, but it’s a gamble.