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Burning Hands

Evocation
Level: 1st-level
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Components: V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Spell Details

School: Evocation
Level: 1
Ritual: No
Concentration: No
Classes: Cleric, Sorcerer, Warlock, Wizard
B-Tier Burning Hands is a solid early-game area control spell with decent damage, but its short range and narrow cone limit its versatility compared to other 1st-level options.

Player Guide

Position yourself strategically to maximize the 15-foot cone—corner or funnel enemies into tight spaces to hit multiple targets and force concentration checks. Use this spell as your opening action when facing groups of low-AC enemies to eliminate weaker threats before they act. Remember that the cone originates from your outstretched hands, so you can target enemies adjacent to you without disadvantage. Consider the positioning of your allies, as the cone can affect them too—coordinate with your party or position yourself on the spell's edge to protect teammates.

DM Tips

Clarify the cone's origin point and direction at the table—it originates from the caster's hands and extends outward, so position matters greatly. Be flexible with the geometry: the 15-foot cone doesn't need to be perfectly symmetrical, and you can rule that it affects creatures within the cone's logical area even if exact measurements seem ambiguous.