Concepts → Divine Smite math

Divine Smite — when does burning a spell slot on a swing pay off?

Unlike Great Weapon Master or Sharpshooter, smite is never a bad trade per swing — it always adds expected damage on a hit. The real question is slot economy: across a long day, which hits deserve the slot? The answer is sharper than most build guides admit, and it falls out cleanly from the same per-attempt math the engine already does for attack rolls.

The smite contribution per swing

Divine Smite (5e RAW): after a successful melee weapon attack, spend a spell slot to deal 2d8 radiant damage on a 1st-level slot, +1d8 for each slot level above 1st (max 5d8 at 4th). The smite is a rider on the attack — the engine's increment-(6) construct exactly. On a crit the smite dice double too, just like the base damage.

For a single longsword swing at +9 to-hit against AC 15:

  • P(non-crit hit) = 14/20
  • P(crit) = 1/20
  • P(miss) = 5/20

The smite contribution per swing (1st-level slot, 2d8) is then:

(14/20)·E[2d8] + (1/20)·E[4d8] = (14/20)·9 + (1/20)·18 = 126/20 + 18/20 = 144/20 = 7.2

Added to the base 1d8+5 per-attempt mean of 147/20 = 7.35, the full per-swing mean with smite is 291/20 = 14.55 — roughly double. That's the headline "smite is huge" effect every Paladin guide opens with.

The base swing vs. swing-with-smite, side by side

The full per-attempt distributions show the shape change clearly: smite doesn't move the miss bar (no smite on a miss), it just stretches the hit / crit tails further to the right.

1d8+5 @ AC15 +9
min 0 max 21 mean 7.35 147/20
  • 0 25.00%
  • 1 0.00%
  • 2 0.00%
  • 3 0.00%
  • 4 0.00%
  • 5 0.00%
  • 6 8.75%
  • 7 8.83%
  • 8 8.91%
  • 9 8.98%
  • 10 9.06%
  • 11 9.14%
  • 12 9.22%
  • 13 9.30%
  • 14 0.63%
  • 15 0.55%
  • 16 0.47%
  • 17 0.39%
  • 18 0.31%
  • 19 0.23%
  • 20 0.16%
  • 21 0.08%
1d8+5 @ AC15 +9 rider 2d8
min 0 max 53 mean 14.55 291/20
  • 0 25.00%
  • 1 0.00%
  • 2 0.00%
  • 3 0.00%
  • 4 0.00%
  • 5 0.00%
  • 6 0.00%
  • 7 0.00%
  • 8 0.14%
  • 9 0.41%
  • 10 0.82%
  • 11 1.37%
  • 12 2.05%
  • 13 2.87%
  • 14 3.83%
  • 15 4.92%
  • 16 5.75%
  • 17 6.30%
  • 18 6.58%
  • 19 6.59%
  • 20 6.33%
  • 21 5.80%
  • 22 5.00%
  • 23 3.93%
  • 24 3.01%
  • 25 2.22%
  • 26 1.57%
  • 27 1.06%
  • 28 0.69%
  • 29 0.44%
  • 30 0.33%
  • 31 0.34%
  • 32 0.35%
  • 33 0.34%
  • 34 0.33%
  • 35 0.30%
  • 36 0.27%
  • 37 0.24%
  • 38 0.21%
  • 39 0.17%
  • 40 0.13%
  • 41 0.10%
  • 42 0.08%
  • 43 0.05%
  • 44 0.04%
  • 45 0.02%
  • 46 0.02%
  • 47 0.01%
  • 48 0.00%
  • 49 0.00%
  • 50 0.00%
  • 51 0.00%
  • 52 0.00%
  • 53 0.00%

The crit-doubled tail is where smite earns its slot. On a base swing the crit deals 2d8+5 (mean 14); with smite at 1st-level the crit deals 2d8+5+4d8 (mean 32). The slot doesn't just add 9 damage on average — it adds 18 on the lucky 5% of swings.

Per-slot expected damage by slot level

Same single attack profile (1d8+5 @ AC15 +9), varying the slot level burned on the smite. Per-attempt mean grows linearly with the slot level, exactly as you'd expect from a linear damage rider.

Slot level Smite dice E[smite | hit] E[smite | crit] Smite contribution per swing Total per-swing mean
1st 2d8 9 18 36/5 = 7.2 291/20 = 14.55
2nd 3d8 13.5 27 54/5 = 10.8 363/20 = 18.15
3rd 4d8 18 36 72/5 = 14.4 87/4 = 21.75
4th 5d8 22.5 45 18 507/20 = 25.35

Linearity falls out: each slot level adds 1d8 = 4.5 mean on a hit, scaled by P(hit-or-crit) = 15/20, plus the extra crit doubling on the 1/20 crit branch — (15/20)·4.5 + (1/20)·4.5 = 72/20 = 3.6 per slot level, exactly the column-to-column gap above. Upcasting is fungible at the table: one 4th-level smite ≡ four 1st-level smites in expected damage.

The slot-policy question — first-hit vs. only-on-crit

The per-swing math is settled — the player's actual decision is which hits to spend slots on. Two natural policies, both common at real tables:

  1. Smite-first-hit: at the start of the round, commit to smiting whichever attack hits first.
  2. Smite-only-on-crit: only spend a slot when the attack rolls a natural 20 (or 19 for Champion).

The two policies have wildly different per-slot efficiency because crit-doubling makes the same slot deliver twice the damage. Per slot spent, against the same target:

Slot level Per-slot damage
(smite-first-hit)
Per-slot damage
(smite-only-on-crit)
Crit-only efficiency
1st (2d8) 48/5 = 9.6 18 1.875×
2nd (3d8) 72/5 = 14.4 27 1.875×
3rd (4d8) 96/5 = 19.2 36 1.875×
4th (5d8) 24 45 1.875×

The constant 1.875× is exact: on a hit the smite is undoubled; on a crit it's doubled. The conditional probability of crit given that a slot is spent is P(crit) / (P(hit) + P(crit)) = 1/15 for smite-first-hit (so per-slot damage is (14/15)·X + (1/15)·2X = (16/15)·X), but 1 for smite-only-on-crit (per-slot damage = 2X). The ratio 2 / (16/15) = 30/16 = 15/8 = 1.875 is independent of slot level and base damage — a rare invariant in D&D math.

The catch — slot-spend rate

Smite-only-on-crit's 1.875× efficiency comes with a brutal caveat: you only spend a slot on the rare crit. With one swing per round, P(spend) is 1/20 = 5%; over a 10-round combat day you'd expect 0.5 slots spent. Most Paladins go to long rest with half their slots untouched under this policy — those untouched slots are 0-damage no matter how efficient they would have been.

Extra Attack at level 5 helps: P(at least one crit per round) = 1 − (19/20)² = 39/400 ≈ 9.75%. The crit rate doubles to ~19% against advantage, and to ~14% with Elven Accuracy's third die. Improved Critical (Champion 3, crit on 19-20) doubles the base crit rate. Stacking advantage + Champion 3 + Extra Attack gets a level-5 multiclass Paladin/Champion to about 36% spend-per-round on crit-only smite — comfortably enough to clear a typical slot inventory across a 6-encounter day.

For builds without the crit-fishing infrastructure, the realistic policy is hybrid:

  • Smite on every crit (always 1.875× more efficient).
  • Smite on the killing blow even without a crit (you need the HP burst to drop the target this round).
  • Smite the last hit of a long combat to clear excess slots before short/long rest renders them moot.

The Extra Attack picture

Per-round (two swings, level 5+ Paladin) — same base profile, no smite vs. smite-on-each-hit (1st-level slot, 2d8):

1d8+5 @ AC15 +9 *2
min 0 max 42 mean 14.70 147/10
  • 0 6.25%
  • 1 0.00%
  • 2 0.00%
  • 3 0.00%
  • 4 0.00%
  • 5 0.00%
  • 6 4.38%
  • 7 4.41%
  • 8 4.45%
  • 9 4.49%
  • 10 4.53%
  • 11 4.57%
  • 12 5.38%
  • 13 6.19%
  • 14 2.65%
  • 15 3.42%
  • 16 4.20%
  • 17 5.00%
  • 18 5.80%
  • 19 6.63%
  • 20 5.93%
  • 21 5.21%
  • 22 4.47%
  • 23 3.73%
  • 24 2.97%
  • 25 2.18%
  • 26 1.36%
  • 27 0.51%
  • 28 0.40%
  • 29 0.31%
  • 30 0.22%
  • 31 0.15%
  • 32 0.10%
  • 33 0.05%
  • 34 0.02%
  • 35 0.01%
  • 36 0.01%
  • 37 0.00%
  • 38 0.00%
  • 39 0.00%
  • 40 0.00%
  • 41 0.00%
  • 42 0.00%
1d8+5 @ AC15 +9 rider 2d8 *2
min 0 max 106 mean 29.10 291/10
  • 0 6.25%
  • 1 0.00%
  • 2 0.00%
  • 3 0.00%
  • 4 0.00%
  • 5 0.00%
  • 6 0.00%
  • 7 0.00%
  • 8 0.07%
  • 9 0.21%
  • 10 0.41%
  • 11 0.68%
  • 12 1.03%
  • 13 1.44%
  • 14 1.91%
  • 15 2.46%
  • 16 2.87%
  • 17 3.15%
  • 18 3.29%
  • 19 3.30%
  • 20 3.19%
  • 21 2.95%
  • 22 2.59%
  • 23 2.11%
  • 24 1.74%
  • 25 1.48%
  • 26 1.32%
  • 27 1.29%
  • 28 1.36%
  • 29 1.54%
  • 30 1.82%
  • 31 2.19%
  • 32 2.55%
  • 33 2.88%
  • 34 3.17%
  • 35 3.39%
  • 36 3.53%
  • 37 3.57%
  • 38 3.53%
  • 39 3.39%
  • 40 3.18%
  • 41 2.91%
  • 42 2.60%
  • 43 2.27%
  • 44 1.94%
  • 45 1.63%
  • 46 1.35%
  • 47 1.11%
  • 48 0.92%
  • 49 0.76%
  • 50 0.64%
  • 51 0.55%
  • 52 0.48%
  • 53 0.43%
  • 54 0.38%
  • 55 0.34%
  • 56 0.31%
  • 57 0.27%
  • 58 0.24%
  • 59 0.20%
  • 60 0.17%
  • 61 0.14%
  • 62 0.12%
  • 63 0.09%
  • 64 0.07%
  • 65 0.06%
  • 66 0.04%
  • 67 0.03%
  • 68 0.03%
  • 69 0.02%
  • 70 0.02%
  • 71 0.01%
  • 72 0.01%
  • 73 0.01%
  • 74 0.01%
  • 75 0.01%
  • 76 0.00%
  • 77 0.00%
  • 78 0.00%
  • 79 0.00%
  • 80 0.00%
  • 81 0.00%
  • 82 0.00%
  • 83 0.00%
  • 84 0.00%
  • 85 0.00%
  • 86 0.00%
  • 87 0.00%
  • 88 0.00%
  • 89 0.00%
  • 90 0.00%
  • 91 0.00%
  • 92 0.00%
  • 93 0.00%
  • 94 0.00%
  • 95 0.00%
  • 96 0.00%
  • 97 0.00%
  • 98 0.00%
  • 99 0.00%
  • 100 0.00%
  • 101 0.00%
  • 102 0.00%
  • 103 0.00%
  • 104 0.00%
  • 105 0.00%
  • 106 0.00%

The right panel is "spend a slot on each hit" — a worst-case profligate use. Per-round mean is 29.1, but it costs you a slot per swing that connects (~94% of rounds spend at least one slot, ~75% spend two). Compare against one slot at 4th-level on a single swing (1d8+5 @ AC15 +9 rider 5d8): same slot cost, same expected damage on the hit, but only one chance to crit-double. The "burst at higher slot vs. drip at lower slot" tradeoff is exactly the same shape as the Magic Missile vs. Scorching Ray question.

Sharpshooter and Smite — the multiclass stack

Smite is melee-only RAW, but Paladin/Hexblade and Paladin/Ranger multiclasses can carry equivalent on-hit damage riders into ranged builds. Hex (1d6 every hit, no slot cost) and Hunter's Mark (1d6 every hit, concentration) stack with smite as separate riders. Engine compose:

1d8+5 @ AC15 +9 rider 1d6
min 0 max 33 mean 10.15 203/20
  • 0 25.00%
  • 1 0.00%
  • 2 0.00%
  • 3 0.00%
  • 4 0.00%
  • 5 0.00%
  • 6 0.00%
  • 7 1.46%
  • 8 2.92%
  • 9 4.38%
  • 10 5.84%
  • 11 7.31%
  • 12 8.79%
  • 13 8.83%
  • 14 8.87%
  • 15 7.47%
  • 16 6.08%
  • 17 4.69%
  • 18 3.29%
  • 19 1.88%
  • 20 0.46%
  • 21 0.47%
  • 22 0.46%
  • 23 0.43%
  • 24 0.37%
  • 25 0.31%
  • 26 0.24%
  • 27 0.18%
  • 28 0.12%
  • 29 0.08%
  • 30 0.04%
  • 31 0.02%
  • 32 0.01%
  • 33 0.00%

That's a Hex / Hunter's Mark profile — every hit picks up the flat 1d6 even without spending a slot. Free per-hit damage that lasts the whole combat (concentration permitting), at no slot cost beyond the initial 1st-level Hex/HM cast. The build-defining choice between "concentration on a buff" vs "concentration on a damage rider" turns largely on this number: flat 1d6 · P(hit-or-crit + small-crit-bonus) per swing per round, accumulated over the combat.

Try it yourself

Drop an HP value into any URL via ?hp=N to convert the per-attempt distribution into kill-probability against a target of that HP. Drop ?r=radiant:99 to model a target with high radiant resistance and watch the smite contribution shrink — most fiends and undead are vulnerable to radiant, not resistant, but the corner case is worth knowing.

Common questions

Should I smite the first hit of every turn?
Almost never. 'Smite-first-hit' burns the slot on hits where the dice aren't doubled, so each slot delivers just E[smite-dice] expected damage. 'Smite-only-on-crit' delivers 2 × E[smite-dice] per slot — exactly 1.875× more expected damage per slot spent across all slot levels. The downside is you'll only spend a slot ~5% of the time per swing, so unspent slots become wasted resources at the end of the day. The realistic policy is hybrid: smite on every crit, plus smite the last hit of a long combat to clear excess slots.
Does upcasting smite (2nd / 3rd / 4th level) ever pay off more per slot?
Per-slot efficiency is the same across slot levels — every slot adds (slot-level + 1)d8 of damage, which scales linearly. A 4th-level smite is 5d8 = 22.5 expected damage on a hit (45 on a crit), exactly 2.5× a 1st-level smite (2d8 = 9 / 18). What changes is that high-level slots have fewer alternative uses (most Paladin spells are 1st-2nd level), so spending them on smite has lower opportunity cost.
Does Improved Critical (Champion 3) make smite-on-crit better?
Massively. Doubling crit chance from 5% to 10% (range 19-20) doubles the slot-spend rate of crit-only smite, which means you actually clear your slots over the day instead of going to long rest with most of them unspent. A Paladin/Champion multiclass dipping for crit-fishing is the single best build for slot-efficient smite. Elven Accuracy on top (third die for crit-detection) pushes the crit rate to ~14% and makes smite-on-crit the dominant strategy.

Adjacent reading: When crit chance beats base damage — the complementary insight from the flat-damage side; smite-on-crit is a special case of the crit-chance-as-damage-multiplier rule. Elven Accuracy — the easiest way to push your crit rate from 5% into the smite-clearable 14% band without multiclassing. Magic Missile vs. Scorching Ray — the same "burst slot vs. spread it across hits" decision applied to caster damage spells.