Searing Smite 5e: Burning Damage, Saves, and Timing
Searing Smite is the fiery option I choose when sustained pressure matters more than one burst of damage. Under the 2014 rules, it waits for the caster’s next melee weapon hit, ignites the target automatically, and keeps burning until a save or deliberate action puts it out.
Searing Smite 5e — Quick Spell Reference
| Casting Time | 1 bonus action |
|---|---|
| Range | Self |
| Components | V |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Classes | Paladin, Ranger |
| Source | Player's Handbook, pg. 274 |
How Searing Smite Works
After casting the spell, the next time the caster hits a creature with a melee weapon attack during the duration, the attack deals an extra 1d6 fire damage and ignites the target. The target does not make a save to avoid becoming ignited.
At the start of each of its turns while burning, the target makes a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends without dealing that turn’s recurring damage.
The target or a creature within 5 feet can use an action to put out the flames. The spell also ends if another effect douses them, such as the target becoming submerged in water.
Concentration and Missed Attacks
Searing Smite requires concentration from the moment it is cast. If an attack misses, the spell remains ready for a later melee weapon hit while its duration and concentration continue. The effect ends early if concentration is lost.
Because the spell is cast as a bonus action, the normal bonus-action spellcasting rule restricts which other spells the caster can cast on that turn.
Concentration continues after the hit while the target burns. Damage to the caster can force a concentration save, and losing concentration immediately ends the ongoing flames.
Casting at Higher Levels
When cast with a slot of 2nd level or higher, the initial damage on the weapon hit increases by 1d6 for each slot level above 1st. The recurring fire damage remains 1d6; it does not scale with the slot.
| Spell slot | Extra damage on the hit | Failed-save recurring damage |
|---|---|---|
| 1st | 1d6 | 1d6 |
| 2nd | 2d6 | 1d6 |
| 3rd | 3d6 | 1d6 |
| 4th | 4d6 | 1d6 |
Tactical Notes
The spell can be combined with the 2014 Divine Smite feature on the same hit because that feature is not another spell. A critical hit doubles the initial Searing Smite damage dice rolled with the attack, but later start-of-turn damage is a separate roll and is not doubled.
Fire resistance or immunity can substantially reduce the spell’s value. The ongoing damage may still cost the target or an ally an action to extinguish, but the spell does not impose a general burning condition beyond its own text.
Searing Smite: 2014 vs. 2024 Rules
The 2024 spell is cast as a bonus action immediately after the caster hits with a melee weapon or an Unarmed Strike. It no longer requires concentration, so there is no need to cast in advance or risk losing it before a hit.
In 2024, the target takes recurring fire damage at the start of its turn and then makes its Constitution save, ending the spell on a success. Higher-level slots increase both the initial and recurring damage. The 2014 version instead saves before recurring damage, allows an action or another effect to douse the flames, and increases only the hit’s extra damage. The quick-reference table above remains the 2014 version.
FAQ
What damage type does Searing Smite deal?
Fire damage, not radiant damage.
Does the spell affect every weapon attack for 1 minute?
No. It triggers on the next melee weapon hit during the duration. Only the resulting flames can continue afterward.
Does upcasting increase the recurring fire damage?
No. Upcasting increases only the extra damage dealt by the triggering hit.
Does the target save when the weapon first hits?
No. Under the 2014 rules, it ignites on the hit and first saves at the start of its next turn.