At long last after the challenges of the last month or so I am back to posting here and I figured that a great way to start off would be to share some of my house rules that I’ve been using in my current 5e campaigns. I have always thought that the way smite works in 5e is just a little too overpowered but didn’t want to nerf it so hard that there was no reason to ever play the class. The following changes I’ve found are right in the goldilocks zone of power.
Divine Smite
Starting at 2nd level, you are able to channel divine power into your attacks. Once on your turn, when you hit a creature with a melee weapon attack you can deal extra radiant damage based on your paladin level, as detailed on the table below.
Divine Smite Damage Table
| Paladin Level | Damage Dice |
| 2nd | 2d8 |
| 5th | 3d8 |
| 9th | 4d8 |
| 13th | 5d8 |
| 17th | 6d8 |
You can use this feature a number of times equal to your Proficiency Bonus + your Charisma modifier, you regain expended uses after a long rest.
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