In the list of spells in the Player's Handbook, one of the level 5 paladin spells is "Destructive Smite". However, I can't find the spell description.
Where can I find the description of the "Destructive Smite" spell?
dnd-5epaladinspells
In the list of spells in the Player's Handbook, one of the level 5 paladin spells is "Destructive Smite". However, I can't find the spell description.
Where can I find the description of the "Destructive Smite" spell?
Edit: This answer predates several rulings and clarifications made by WotC and Crawford in particular. I'm leaving it in place for historic purposes, but it's no longer a particularly useful answer.
Strictly speaking, there is no clear interpretation. All three cases are justifiable. Also note that 5e discourages literal "rules as written" meanings. As the designers have repeatedly said: "rulings, not rules." The rules were explicitly not written to be scrutinized as a lawyer scrutinizes the law, so we should not be surprised when the end result of "it's ambiguous" is what we find.
Firstly, "natural" melee weapons are, as far as I'm aware, considered melee weapon in 5e. [ See also.] There is no distinction between a mace and a hoof as far as "counts as a weapon" is concerned in 5e. I don't know if this is explicitly stated anywhere (I thought it was) but Unarmed Strike is explicitly listed as a weapon on the weapons table, and it's strongly implied since all monster stat blocks say things like "Bite Melee weapon attack: [...]". As far as I can tell, if you make an attack with it, it's considered a "weapon" in 5e. Something is a weapon if it's used to make an attack, then, not because it's got a weapon tag on it.
You could argue a Case 1 by saying that find steed only modifies the target of the spell. The spell still refers to "you," so even though it effects your mount, that extension does nothing. In other words, you argue that for Range: Self spells, "you" in the spell description means exactly, "you, the spell caster," and never, "you, the spell's target." This interpretation, however, also modifies spells like divine favor, detect evil and good, crusader's mantle (that one's a bit of a pickle to decode with a mount), and every other Range: Self spell. I'd argue it's all or nothing here. Either they all work on the mount (in some way), or none of them do. It doesn't matter how you rule here, but you should be consistent. Given the number and range of Paladin spells that are Range: Self I question an interpretation this narrow as being the design intent, but it's certainly supportable. About the only thing that reinforces this interpretation is the fact that the Smite class ability does not work on a find steed mount, but that's only because the class ability isn't a spell so it doesn't qualify for find steed's expansion.
The difference between Case 2 and Case 3 is deciding if find steed changes the wording of spells to "The first time both you and your mount hit with a melee weapon attack [...]" or changes to "The first time either you or your mount hit with a melee weapon attack [...]". Honestly, there's not enough information to decide either way. The spells are not written with find steed in mind, and find steed is not worded to make the end result clear.
You can argue Case 2 by saying, "The spell is intended to only affect a single melee attack; if it were intended to affect multiple targets, it would be higher level or otherwise deal less damage."
You can argue Case 3 by saying, "Find steed, like find familiar or hunter's mark, is a class ability masquerading as a 2nd level spell, and that wording was put there to have an intended effect. Furthermore, making a Paladin more deadly while mounted -- a fairly rare situation in most campaigns, IMX, and small Paladins are already less threatening -- is in-line with the desired result of the theme and flavor of the class. Given also the relative scarcity of spell slots, the additional power is probably not significant in most cases." This is not a particularly crunchy argument, but given that 5e does not separate crunch and fluff, it is legitimate.
If I were to rule conservatively, I would probably rule Case 2. If I were in a more liberal frame of mind, Case 3 would be reasonable. As it stands, I don't see any compelling justification for any one interpretation.
Thought of one fairly abusive, quite expensive way to do it. It basically comes down to finding a way to use Heighten Spell for free, so that you can get an effectively-6th-level spell that you can still cast from your 4th-level-or-lower slots, and then coming up with a way to spontaneously convert a spell you have into a spell of the same level from a domain. To do the first, there are three options: Divine Metamagic, Talfirian Song, or Earth Spell + Improved Sigil (krau); to do the latter, there are two options: a healing domain icon, or getting the Healing domain and choosing it for Domain Spontaneity.
In detail, you must:
Gain the ability to raise a spell’s effective level to at least 2 higher than the spell slot it’s in. These are sorted first by effectiveness and then by ease.
Divine Metamagic, choosing Heighten Spell as the choice. This lets you raise the spell level of any spell to an arbitrarily high number, based on your uses of Turn Undead. This method will require a minimum of three Turn Undead uses per heal cast; more if you’re doing it with lower-level spells.
Talfirian Song from Races of Faerûn allows you to use daily bardic music uses to Heighten a chosen illusion spell for free. You can use as many uses as you like, to raise the spell up to 9th level, so this more than covers us. The example explicitly raises a bard spell to 8th level, so there is no concern that it was not intended to exceed the maximum level for a particular class.
Note this also requires Heighten Spell, and for you to be a Tethyrian human.
This requires bardic music; a paladin can get that as part of the harmonious knight variant in the Champions of Valor Web Enhancement, which replaces Detect Evil with Inspire Courage +1, once per day. It doesn’t, by itself, give more uses than the first one, but From Smite to Song in the book itself can get you some, as can Extra Music in Complete Adventurer (four uses per feat).
This requires being specifically a paladin of Milil, at least in the Forgotten Realms. This turns out to be grossly inconvenient since you need the Healing domain, which Milil doesn’t offer, as well as some way of getting an illusion spell (and none of Milil’s domains offer that). Heretic of the Faith from Powers of Faerûn can swap one domain for one Milil doesn’t offer, so that covers Healing, but this likely won’t be good enough for a domain icon, so you’ll need to actually get the Healing domain from a prestige class.
This is much easier if you are not in the Forgotten Realms, and can just adapt the harmonious knight to someone who offers, say, Healing and Magic.
Alternatively, you could just dip bard. There’s nothing saying the bardic music and the spells have to come from the same class.
Talfirian Song requires that you choose a spell from the Illusion school. This is the hard part: somehow, never in the entire history of 3.5 did Wizards print even a single illusion spell on the paladin spell list. You can get one the same way we’ll get heal itself, of course: domains. With thanks to imarvintpa’s Find Spell app and Curmudgeon’s domain list, here is what seems to be a complete set:
Celerity (Spell Compendium): blur (3rd)
City (Races of Destiny): winding alleys (3rd)
Creation (Spell Compendium): minor image (2nd)
Dream (Spell Compendium): phantasmal killer (4th)
Entropy (Fiendish Codex I: Hordes of the Abyss): vision of entropy (2nd)
Envy (Spell Compendium): disguise self (1st)
Gnome (Spell Compendium): silent image (1st) and more
Illusion (Spell Compendium): silent image (1st) and more
Lust (Spell Compendium): invisibility (2nd)
Magic: Nystul’s magic aura (1st)
Shadow (Eberron Campaign Setting): shadow conjuration (4th)
Spell (Spell Compendium): silence (2nd)
Trickery: disguise self (1st) and more
Wealth (Spell Compendium): obscure object (2nd)
There is a trade-off between getting a low-level spell and a high-level spell: low-level spells are available earlier, and you get more of them, but high-level spells require fewer uses of bardic music to get them up to 6th level. Probably easier to get more uses of bardic music than it is to get more 4th-level spell slots though.
Non-domain options for getting an illusion spell may exist, but I haven’t found them yet.
Special mention for harmonious knight paladins of Milil: Milil doesn’t offer any of these domains, and you had to already use Heretic of the Faith to get Healing since he doesn’t offer that either. You can still get the Magic domain, however, by becoming a seeker of the misty isle, a prestige class in Complete Divine. Some serious problems exist with this, however:
You have to be an elf or a half-elf, which conflicts with the human requirement for Talfirian Song. Races of Destiny suggests a variant in which half-elves count as human by default, so that may be an option; if it isn’t, Races of Destiny has a Human Heritage feat for you. Either way, Improved Sigil (krau) is out.
Seeker of the misty isle doesn’t grant the Magic domain until 7th level, ECL 12th, and it costs a level of spellcasting to get that far. Thus you’d be far better off just not worshiping Milil in the first place, and dipping bard.
The class doesn’t have any requirements on your faith, but it is heavily based in the history of the elven race and its pantheon; one of the class features is even named Corellon’s Perception (this is an extraordinary ability, however, not a divinely-granted one). This is kind of awkward for a half-elf who specifically favors his or her human heritage.
Earth Spell from Races of Stone allows you to get a free extra +1 in effective spell level when you use Heighten Spell. So if you prepare, say, heightened cure moderate wounds in a 4th-level spell slot, it counts as a 5th-level spell. This gets you halfway there.
Improved Sigil (krau) from Races of Destiny allows you to cast a chosen spell as if it had a free +1 spell level “as if by Heighten Spell.” So, for example, if you choose cure moderate wounds, it counts as a 4th-level spell even though you prepare it in a 3rd-level spell slot. More importantly, if you also have Earth Spell, your heightened cure moderate wounds counts as a 6th-level spell, even though you prepare it in a 4th-level spell slot. This is sufficient for heal.
Get a way to spontaneously convert your spells to spells from the Healing domain through one of these two methods:
Get a domain icon for the Healing domain. These items are found in Faiths of Eberron, and allow you to spontaneously convert your spells into spells from one of your deity’s domains, even if you don’t have that domain. Note that each icon only works three times per day; you’ll have to buy more if you want to use it more often than that.
Gain the Healing domain, and then Domain Spontaneity from Complete Divine allows you to spontaneously convert a prepared divine spell to a spell of the same level or lower from a chosen domain that “you have access to.” Note this burns a use of Turn Undead each time you do it.
Options for access include (with thanks to the Lists of Stuff):
Divine Disciple 1st,1 ECL 6th,2 Forgotten Realms Campaign Setting
Singer of Concordance 2nd, ECL 10th,2 Races of the Dragon (must worship Io)
Contemplative 1st,1 ECL 11th, Complete Divine
Requires that Healing be a domain offered by your faith; note that Heretic of the Faith from Power of Faerûn can solve that problem for exactly one domain.
Provided you already have the spell-level improving feats above. In some cases, more than two spell levels are necessary to get in as early as listed, which means Earth Spell + Improved Sigil (krau) won’t cut it.
You can now spontaneously replace your effectively-6th-level spell with heal from the Healing domain. Note also that you do not need to worry about the usual limit of only preparing domain spells once per day (per Complete Divine), because you are not preparing heal, you are casting it spontaneously.
The Divine Metamagic route is the most straight-forward and least costly, since its only requirement is that you worship a deity who has the Healing domain, and it only takes two feats to accomplish. The Talfirian Song route would be pretty simple, if you didn’t have to worship Milil and there was even a single paladin illusion available, but the complications that Milil causes and the need to finagle an illusion onto your spell list kills it. The Earth Spell + Improved Sigil (krau) is extremely expensive in terms of feats (four), plus it locks your race, but it does have the advantage of being free to use thereafter (Divine Metamagic requires turn undead attempts and Talfirian Song requires bardic music uses).
Best Answer
Destructive Smite is most likely renamed to Destructive Wave, as it is also a 5th level spell, and has the same spell description as the spell Destructive Smite which was in the Alpha playtest.