Whether you’re a seasoned dungeon delver or a fresh-faced hero just starting your journey, spells are the magical lifeblood that can turn the tide of any encounter.
Today, we’re diving into one of the most sizzling examples of this in a spellcaster’s arsenal: Heat Metal.
Picture this: you’re facing down a heavily armored foe, their gleaming plate mail reflecting the flickering torchlight of the dungeon. This is a very powerful enemy and it’s looking like the party might have met their match…
But suddenly, the enemy’s armor begins to glow, turning from a dull silver to a blistering red. They yelp in pain, fumbling as they try in vain to attack you while pushing through the pain of the lava-hot pressure cooker they’re wearing.
That, friends, is the awesome tide-turning power of Heat Metal in action!
So in this article, we’re going to explore what makes Heat Metal such a must-have spell, how to wield it effectively in your adventures, and the pros and cons of unleashing its fiery wrath.
So ready that arcane focus, stoke the flames of your curiosity, and let’s get ready to turn up the heat on your enemies!
What is Heat Metal 5e?
“Heat Metal” is a 2nd-level transmutation spell in D&D 5e that allows spellcasters to superheat a manufactured metal object within 60 feet, causing it to glow red-hot.
When cast, any creature in physical contact with the object takes 2d8 fire damage, and the caster can continue to deal this damage as a bonus action on subsequent turns.
If the creature is holding or wearing the object, it must succeed on a Constitution saving throw or drop it, and if it can’t drop the object, it suffers disadvantage on attack rolls and ability checks until the start of the caster’s next turn.
This spell is a powerful tool for disrupting enemies and controlling the battlefield. While it traces its origins all the way back to Old-School D&D as an iconic Druid spell, these days, there are a few other classes who have learned to harness its power.
LEVEL: 2nd
CASTING TIME: 1 Action
RANGE/AREA: 60 ft
COMPONENTS: V, S, M*
DURATION: 1 minute, (Concentration required)
SCHOOL: Transmutation
ATTACK/SAVE: None
DAMAGE/EFFECT: Fire damage
SPELL LISTS: Bard, Druid, Artificer, Cleric (Forge Domain)
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.
* (a piece of iron and a flame)
How to Use Heat Metal Effectively
So, you’ve got Heat Metal in your list of prepared spells and you’re ready to make your enemies sweat—literally. But how exactly do you wield this fiery spell to its maximum potential?
Let’s break it down!
Targeting Metal Objects
First things first: pick your targets wisely. Heat Metal works on manufactured metal objects, so look for enemies wielding metal weapons or clad in medium or heavy armor.
That hulking armored knight with the big shiny greatsword? Perfect.
The Rogue with the leather armor? Not so much.
In the heat of battle, always keep an eye out for those metallic targets that will feel the burn the most.
Maximizing Damage
Always remember that consistency is key!
Once you’ve cast Heat Metal, you can use your bonus action each turn to keep the damage coming. This is especially brutal against creatures with low Constitution scores, as they’ll struggle to succeed on their saving throws.
Though, of course, it’s most dastardly if you are casting it on their armor, which they won’t be able to drop. It’s not like they have the time in combat to start taking their armor off, after all!
In that case, whether they make that saving throw or not, they’re gonna feel the burn! (Not to mention getting wrecked by some nasty disadvantage!)
Remember, this isn’t just a one-time hit—it’s a persistent, fiery nuisance that can wear down even the toughest foes over time.
Fire At Will!
Perhaps the strongest aspect of Heat Metal is that it doesn’t require an attack roll on the caster’s part, nor does the target get a saving throw against the damage.
They simply take the initial 2d8 fire damage and then make a Constitution saving throw to determine if they drop the red-hot item (if they even can) or not. If they don’t, they are punished further with disadvantage on their attack rolls and ability checks.
This makes Heat Metal crazy reliable against foes wearing metal armor. Being able to deal reliable damage (20d8 total as a level 2 spell if it lasts the whole duration) with merely a bonus action is nothing short of incredible!
While you’ll still want to stay mindful of your action economy, it’s a great use of your bonus action.
Just be mindful if you had other plans for that bonus action like using Bardic Inspiration (if you’re a Bard), using your Wild Shape (assuming you’re a Circle of the Moon Druid), or otherwise.
Tactical Advantages
“Heat Metal” isn’t just about dealing damage; it’s a fantastic tool for battlefield control.
Force your enemies to drop their weapons, leaving them scrambling to pick them up or switch to less effective attacks. If they can’t drop the heated object, they’ll suffer disadvantage on attack rolls and ability checks, turning the tide in your favor.
This makes Heat Metal a great spell for disrupting key opponents and making life absolutely miserable for your more heavily-armored enemies.
Pros and Cons of Heat Metal 5e
Like any good spell, Heat Metal comes with its own set of strengths and weaknesses. Understanding these will help you decide when to unleash its fiery fury and when to keep it in your back pocket.
So let’s break down the pros and cons of this scorching spell.
Pros
- Consistent Damage: One of the biggest advantages of “Heat Metal” is its reliable damage output. Once you cast it, you can keep the heat on, dealing 2d8 fire damage every turn with a simple bonus action. It won’t take long and even the most fearsome heavily-armored enemy will be crying “Uncle!”
- Control and Disruption: Always remember that Heat Metal isn’t just about the damage. It’s a fantastic tool for controlling the battlefield. Force your enemies to drop their weapons or suffer disadvantage if they can’t is very nasty when used cleverly. This can turn the tide of a fight, giving your party a critical edge when it matters most.
- Action Economy: After the initial casting, it only takes a bonus action to keep the heat turned up on your target. This keeps your action free to do all kinds of other things and support your party without compromising reliable damage output!
- Versatility: This spell is available to a variety of classes, including Bards, Druids, and certain subclasses like the Forge Domain Cleric. Its wide availability means that multiple party members might have access to it, allowing for some creative and coordinated uses.
Cons
- Concentration Requirement: One of Heat Metal’s biggest drawbacks is that it requires concentration. This means you need to maintain focus (i.e., don’t cast another concentration spell!), and any damage you take could force a concentration check. If you lose concentration, the spell ends, and all of your fiery fun goes up in smoke.
- Limited Targets: Heat Metal is incredibly effective against metal-wearing foes, but it’s pretty useless against enemies without metal equipment. Facing a pack of wolves, a cloth-and-leather-clad Hill Giant, or an angry earth elemental? This spell won’t do you much good. Always remember that it’s all about picking the right moment and the right target.
- Resources: While the spell itself isn’t costly in terms of spell slots, it does require a bonus action each turn to keep the damage rolling. This can limit your ability to use other bonus action features or spells, making it a bit of a trade-off in terms of your action economy that you need to stay aware of!
The effectiveness of Heat Metal depends on the situation and the targets you’re facing. However, if you use it wisely, you’ll quickly find it to be one of the most valuable tools in your spellcasting arsenal!
FAQs – Heat Metal 5e
Yes, like most spells, Heat Metal can be countered by Counterspell when it’s being cast or dispelled by Dispel Magic once it’s in effect. Additionally, if the caster loses concentration, the spell will end prematurely.
Absolutely! Heat Metal works on any manufactured metal object, magical or not. So, whether it’s a mundane sword or a legendary artifact, if it’s made of metal, you can turn up the heat.
If the creature can’t drop the object—say, it’s wearing armor or the item is otherwise attached—it suffers disadvantage on attack rolls and ability checks until the start of your next turn. This can be a game-changer, making it much harder for your foe to land hits or succeed in skill contests.
This depends on your DM. However, for my two cents, I tend to think of it as: “can this creature feel pain from fire?” when determining if the disadvantage applies or not. But with some constructs (automatons or the like), perhaps the Heat Metal is causing certain components to warp, which could potentially prompt the disadvantage to apply.
Of course, the opposite might be true and you could potentially end up making the Construct even tougher. Now you aren’t just getting hit by a giant metal slam attack, but one that’s lava hot and potentially also dealing fire damage!
Looking at the Rules As Written, Heat Metal would not apply to Warforged characters as a target. This is because Warforged are a creature and not an object. However, a Warforged character would still be affected if its weapon or armor were targeted by Heat Metal, just as any other creature.
Similar to the previous question, this is a ruling for your DM to make. Personally, I figure that a creature that’s immune to fire (like Fire Giants, for example) would similarly not feel any discomfort from the spell that would make the disadvantage apply.
When you cast Heat Metal, you choose a single metal object within range to affect. If your target is wearing multiple metal items, you’ll need to pick just one for this casting. (So, either their armor OR their weapon)
Definitely! Heat Metal isn’t just for battles! You might use it creatively to heat metal locks and bars or to create distractions. This spell’s utility extends far beyond the battlefield, making it a handy tool for any adventurer who can cast it!
Final Thoughts – Heat Metal 5e
Heat Metal is more than just a spell—it’s a versatile tool that brings both fiery damage and tactical advantages to your D&D 5e games.
Whether you’re disarming foes, causing chaos on the battlefield, or finding creative uses outside of combat, this spell is sure to quickly become a favorite in your magical arsenal.
So, hopefully, this deep dive has kindled your excitement and given you some fresh ideas on how to use Heat Metal effectively.
Now it’s your turn! Have you had any epic moments with this spell in your campaigns? Any creative uses we didn’t cover? Share your stories and thoughts in the comments below—we’d love to hear from you!
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