rpg—rules

spell

Shining Smite

Level
2
Casting time
Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range
Self
Duration
Concentration, up to 1 minute
Components
V

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Source · SRD 5.2.1 · page 162