Wrathful SmiteLevel 1 Evocation Spell Weapon Damage +1d6Psychic Possibly Frightens your target. They will be easier to hit and cannot move. 2 turns Melee WIS Save Concentration |
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Action Bonus Action Level 1 Spell Slot |
Wrathful Smite is a Spell in Baldur's Gate 3. Wrathful Smite is a Lvl 1 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Wrathful Smite Information
- Description: Possibly Frightens your target. They will be easier to hit and cannot move.
- Level: Lvl 1 spell
- School: Evocation School
- Casting Time: Bonus Action
- Range: Melee
- Requires Concentration: Yes
- Saving Throw: WIS Save
How to Acquire Wrathful Smite
Wrathful Smite can be acquired by the following classes:
- Paladin
- Oath of the Ancients (Paladin Sub Class)
- Oath of Vengeance (Paladin Subclass)
- Oath of Devotion (Paladin Subclass)
Wrathful Smite can be cast by using the following Items:
- ???
Wrathful Smite Tips & Notes
- A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.
- Anonymous
How the genuine **** does this spell work? Is the concentration JUST on maintaining the Frightened condition?
- Anonymous
Would be worth using if the it wasn't concentration. Unfortunately, paladins are too saturated with concentration spells.
- Anonymous
Its a 2 turn effect that breaks your Concentration. Amazing. Why give the class Bless if you then make all their other spells Concentration as well?
- Anonymous
- Anonymous
Does this scale with a Paladins Charisma? I am rather confused.
I can't believe they nerfed this spell so hard from 5e.
"The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell."
Firstly, it normally lasts a minute, not... two turns... secondly, they could only break out by using their entire Action to even attempt it, and it's a CHECK. No Legendary Resistance, no Magic Resistance, no Save proficiencies, etc. Concentration is fine as a mechanic for how it is in 5e... not in this where it's a measly two turns. They should've nulled the concentration requirement considering its short duration.
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