Paladin

We're ignoring everything for now :) this is just for Edward

Edward's Smites
Through your faith you have been granted the ability to channel energy to strike your foes. Your fervor grants you a variety of Smites, you may prepare an amount equal to your Charisma Modifier.

Radiant Smite - Your weapon burns with holy energy and deals an additional 2d6 radiant damage causing the target to be engulfed by the radiance. The target burns for an amount of rounds equal to your charisma modifier and takes an additional 1d6 of radiant damage at the start of it's turns. The target or another creature within 5 feet may use an action to put out the radiant flames.

Wrathful Smite - Tendrils of light whip forth from your weapon and wrap around your enemy dealing 2d6 psychic damage and the target must make a Wisdom saving throw or be frightened of you for a number of rounds equal to your Charisma modifier; the target must be out of sight of you to make another save at the end of it's turn, ending the effect on a success.

Thundering Smite - Your attack causes the air itself to rock from the force, dealing an additional 2d6 thunder damage. The target must make a Strength saving throw or be knocked prone and pushed 10 feet away. A large foe is just pushed away unless they fail the save by 5 or more, and a huge foe is only pushed if they fail by 5 or more and knocked prone when failing by 10 or more.

Provoking Smite - Your weapon darkens with a black flame, the target takes 2d6 necrotic damage as the flames cloud their vision. The target has disadvantage on any attacks against a target other than you for an amount of rounds equal to your Charisma modifier. If you attack another creature or fail to attack the target for a round it may make a Wisdom save at the start of it's turn to uncloud it's vision.

Flaring Smite - The tip of your weapon shines as bright as a star and deals an additional 4d4 radiant damage, causing the enemy to glow with holy light, with bright light out to 5 feet and dim light out to 10. While the enemy is covered in this light all attacks against them are made with advantage and they can't benefit from being invisible for a number of rounds equal to your Charisma modifier.

Siphoning Smite - Your weapon is covered in a dark, viscous liquid that drips down the end, your next attack deals an additional 4d4 necrotic damage. You regain hit points equal to half the amount of necrotic damage dealt by this smite.

Chilling Smite - Icy wind surrounds you, enveloping your weapon and part of your arm in bone chilling ice. Your attack shatters the ice, causing it to deal 4d4 cold damage and freeze the target over. The target is restrained for a number of rounds equal to your Charisma modifier; on their turn they may use an action to try to break free from the ice, making an athletics check against your spell save DC.

You may Smite an amount of times equal to your Charisma modifier per long rest. Once per day, you may focus your faith to regain a use of your Smite during a medium rest.