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Heat Metal

Transmutation
Level: 2nd-level
Casting Time: 1 action
Range: 60 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A piece of iron and a flame.

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Concentration

Spell Details

School: Transmutation
Level: 2
Ritual: No
Concentration: Yes
Classes: Bard, Druid
A-Tier Exceptional action economy against armored foes, forcing saves or dealing damage without concentration after initial cast

Player Guide

Heat Metal excels against heavily armored enemies, particularly those wearing metal armor who take repeated damage each turn. Position yourself safely before casting since the spell doesn't require concentration after the initial turn, allowing you to act freely. Target enemies wearing plate armor first, as they deal the most damage to themselves and cannot easily remove it. Use this spell to force armored enemies to spend their action removing armor or take ongoing damage, effectively removing them from combat.

DM Tips

Enemies can use their action to remove armor, potentially ending the spell's effect—clarify this with players. Consider that unarmored enemies or those with magical armor are immune, so Heat Metal is situational despite its power.