In the base game of , players can access spells up to sixth level. Most of these spells are taken from, with a few exceptions which are unique to. There are several Smite abilities in the game which players can gain from their chosen class or race.
These spells are rightfully associated with the paladin class, but they're not actually unique to it, and some of them aren't actually available to paladin avatars. Though they aren't technically considered spells, the game effectively treats them as such, and a successful Smite will always use up a spell slot. Despite each Smite having its uses, some are much more useful than others.
Staggering Smite is objectively the least useful smite spell in, considering how it actually cannot be used by players. It is a fourth-level paladin ability unique to the Death Knight NPCs — this includes Stalker Svignee in the sewers and the three found in the Bhaalist crypt outside the Hall of the Murder Tribunal, where players can meet Sarevok and become an unholy assasin. Since 's paladin class doesn't include spells above level four, players will not be able to access this Smite themselves.
In Act 3 of Baldur's Gate 3, Orin the Red kidnaps one of your party members, but you can only rescue this victim by reaching the Temple of Bhaal.
In terms of damage, it's one of the stronger Smites in the game, but is quite weak for a fourth-level spell. It has a chance of inflicting the affected character with a condition which prevents them from using any reactions, and gives them disadvantage on ability checks and attack rolls. In 5e, paladins gain level four spell slots when they reach level 13, meaning players were one level off of being able to use this spell.
Lunar Smite is another ability that can only be used by NPCs and is not available to the player. However, it ranks slightly higher on the list because it is used by Dame Aylin,who can often become an ally in the fight against Ketheric Thorm and The Apostle of Myrkul. The spell deals 1d6
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