Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
The very next time you do hit a creature by using the melee weapon attack at the time of spell’s duration and your weapon flares with a white hot intensity, for your target the attack will deal an extra 1d6 fire damage and also causes the target for ignite in the flames.
The target should make a constitution saving throw at the start of each of its turns until this Searing Smite spell will end. Actually, on failed save, it does take 1d6 fire damage and on a successful save, the spell will end. Either if the target or else a creature within 5 feet of it uses an action to put out the flames or else if some other douses the flames (like the target being submerged in water) that’s all the spell will end.
At Higher Levels:
Whenever you cast this spell by using the spell slot of 2nd level or higher than it then the initial extra damage dealt by the attack increases by 1d6 for each and every slot above the 1st level.