Casting Time: 1 bonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: 1 minute
Damage Type: Radiant
Save: Constitution
Conditions: Blinded
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
The extra damage increases by 1d8 for each spell slot level above 3.
Verbal Component:
Oppugno di Exoculo
Verbal Component (Alternative):
By my oath, your eyes I blight, I strike you down with a powerful smite.
Class: Paladin
Domain: Light
Tags: Damage, Control
Source: Player's Handbook (2024) (page 247)
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Spell FAQs
Below are commonly asked questions about this spell. 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 spell questions. If you have a FAQ about this spell that you feel other DM's may wish to know, please send us the message!
Does the Blinding Smite spell deal extra radiant damage on every successful attack I make while I'm concentrating on the spell, or only on the first one?
"The next time" in the spell description indicates that the extra damage applies only once -- the first time you hit a creature after you finish casting the spell.
Can you use Blinding Smite with a ranged weapon?
No. The spell specifically states:
The next time you hit a creature with a melee weapon attack during this spell's duration.
The description specifically states "a melee weapon attack". Therefore ranged attacks can not be used with Blinding Smite.
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).