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By RAW: There's nothing suggesting that it would be recognized as the smite has nothing indicating that it gives away the fact that it's a smite. Being a supernatural ability means it doesn't have component costs and thus no check could be made to recognize a smite. For house rule purposes: Yes, a Paladin should recognize the use of Smite. It's a skill they ...


The errata to the Player's Handbook cleared this up: Divine Smite (p. 85). You can expend any spell slot, not just a paladin spell slot. You can use any spell slot to Divine Smite, regardless of where it comes from.


As already mentioned, the Paladin will be overpowered if given too many opportunities for adequate rest without enough chances to to burn all of his Smites in between. But there's also a lot of stuff the Paladin won't be able to handle. The Paladin excels at single big obvious targets that he can hit in melee, so why not mix it up and throw a horde of ...


Resource Management during the Adventuring Day As a class, the Paladin isn't overpowered. The Paladin does have a nice mix of weapon and spell skills to offer any party. Discussion: On page 84 of the DMG the adventuring day around which the game is balanced calls for 6-8 encounters of medium to hard difficulty, and 2 short rests. If your DM isn't ...


Based on simply damage output, Pick Great Weapon Master Assumptions before reaching 4th-level: You hit 65% of the time (+6 bonus to Attack Rolls) You are using a Greatsword (the best weapon to pick Great Weapon Fighting with) Disregard critical hits DPR is calculated as (%hit)(ave. weapon damage + str mod) or 65% x (8.33 + 4) Currently, on a ...


If you want to increase your damage, you should take Great Weapon Master. Not because of its Cleave-like ability, but because of its Power Attack-like ability. Boosting your Strength to 20 would increase your damage and attack rolls by 1. Great Weapon Master will increase your damage by 10, as long as you're confident about landing attacks with a -5 to ...


The prohibition against Evil is a 3e (and earlier) thing; it's not a part of 5e. You are still bound to your oaths, whatever they may be, but there is a broader set of oaths to choose from.


Yes, you are fine. I have a "Chaotic Good" Paladin in my current campaign with Oath of the Ancients. Basically a "fey Paladin" and it works perfectly fine, both within the rules and as a fun character concept. I would note that the DMG actually also provides an "anti-paladin" called the Oathbreaker (p.97). It starts at 3rd level, but definitely provides the ...


Nope, you're good. The rules for 5e allow for this kind of paladin all but explicitly. You should have no trouble making and running this character.

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