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) = 14/20P(crit) = 1/20P(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
- 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
- 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:
- Smite-first-hit: at the start of the round, commit to smiting whichever attack hits first.
- 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
- 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
- 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
- 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
↦ /strike/1d8+5 @ AC15 +9 — base longsword swing, no smite ↦ /strike/1d8+5 @ AC15 +9 rider 2d8 — 1st-level smite ↦ /strike/1d8+5 @ AC15 +9 rider 3d8 — 2nd-level smite ↦ /strike/1d8+5 @ AC15 +9 rider 4d8 — 3rd-level smite ↦ /strike/1d8+5 @ AC15 +9 rider 2d8 *2 — Extra Attack with smite each hit ↦ /strike/1d8+5 @ AC15 +9 rider 2d8 c19 — Champion crit-fish smite ↦ /vs/base/+smite — overlay the two distributions
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.