Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration
, up to 1 minute
Damage Type: Fire
Save: Dexterity
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon is sheathed in pulsating fire, and the attack deals an extra 2d6 fire damage to the target.
Additionally, creatures hostile to you that are adjacent to the target must succeed on a Dexterity saving throw or take 1d4 fire damage.
When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for the primary target and 1d4 for adjacent foes for every slot level above 1st.
Verbal Component:
Ferio Ignis
Class: Paladin
Domain: Fire
Tags: Damage
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Fire Effects
The PHB p198 clearly states "Creatures and objects that are fully immersed in water have resistance to fire damage." Other than that, there are no official rules regarding fire spells underwater. But, as always, it is always up to the DM to decide if fire spells should have different effects (i.e. half range, half area of effects, half duration, etc.). In addition, Jeremy Crawford has clearly stated, regarding a fireball vaporizing water, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."