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This is literally the same cost as any other Smite-type spell from 2014 or otherwise. Except 2024 smite spells don't take Concentration anymore, so a paladin is actually allowed to use other spells.
Losing the bonus action is new, but this probably takes them from being just far and away the hands down best non-multiclass non-minmax class in the game to being one of the best.
You can't drop multiple smites a turn or smite on reaction. That's probably fine.
It should be triggered by some something - crit is the obvious choice, but then this just turns Paladins into "critadins".
What if Paladins automatically Smite every time they make a spellcheck vs. the target's saving throw (i.e. when you attack, you also make a spell save roll to see if you "smite" them, which if successful, adds some number of radiant dmg dice based on your Paladin level)?
IIRC, you hate warlocks, but aren't you kind of asking for Paladins to be warlocks here? Relying on a single, non-spell-slot feature that they just spam as much as possible?
The point is that D&D has fallen into the trap of making everything a boring 'resource bar', and this isn't a good thing.
Take the magic systems behind Ars Magica or Mage: The Ascension for comparison.
They are 'consequentialist' systems by design (although they also retain some resource bar semblance): using magic in these systems comes with a 'consequence'.
Smite shouldn't be a 'resource', it should be something that occurs due to the zeal with which you pursue your Oath.
In the context of D&D, this doesn't fit at all.
Paladins weren't always this way...
The point is that all of the Paladin's abilities could have been worked in some way without simply tying them to the same generic resource bar every other class uses...
RIP Paladin.