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    Quick Answer

    Fire Shield is a 4th-level evocation spell for Wizards (and Druids and Sorcerers in the 2024 rules). For 10 minutes, with no concentration, you choose a warm shield (resistance to cold damage) or a chill shield (resistance to fire damage). Whenever a creature within 5 feet hits you with a melee attack, it takes 2d8 damage: fire from the warm shield, cold from the chill shield.

    Overview

    Fire Shield does two jobs at once. It halves one damage type for 10 minutes, and it punishes anything that hits you in melee from 5 feet away. The punishment needs no attack roll and allows no save. Each melee hit triggers it separately, so a monster with three attacks can take 2d8 three times in one turn.

    The lack of concentration is the main selling point. A wizard can cast Fire Shield and still hold Wall of Force, Greater Invisibility or any other concentration spell. It also can't be broken by damage, so the creature hitting you can't make it go away by hitting harder.

    Choosing the shield is the main decision. Against a red dragon, a hell hound or a fire elemental, the chill shield is the right pick on both counts: you resist their fire, and they aren't immune to the cold you deal back. Against cold-breathing monsters, take the warm shield. Against everything else, pick the damage type the attacker isn't immune or resistant to.

    Stat Block

    PropertyValue
    Level4
    SchoolEvocation
    Casting Time1 action
    RangeSelf
    ComponentsV, S, M
    MaterialA bit of phosphorus or a firefly.
    Duration10 minutes
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesWizard

    When NOT to Use This

    • •You plan to stay out of melee all fight. The retaliation only fires when something within 5 feet hits you with a melee attack.
    • •You are sneaking. The flames shed bright light in a 10-foot radius and dim light for another 10 feet.
    • •The melee enemies have reach and can attack you from 10 feet away. A 2024 troll can.
    • •The only damage coming at you is neither fire nor cold, and the enemies are all ranged.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyGood. Ten minutes of resistance plus damage that scales with how often you get hit.
    Action EconomyOne action, then nothing more for the rest of the fight.
    Opportunity CostA 4th-level slot that could have gone to Polymorph or Banishment. It doesn't cost concentration.

    When worth the slot: Fights against fire or cold breathers, and fights where melee brutes are going to reach you anyway.

    When NOT worth the slot: Fights you can win by staying away.

    Upcasting

    Fire Shield has no higher-level effect. The retaliation stays at 2d8 and the duration stays at 10 minutes whatever slot you use.

    Pro Tips

    Tip #1: Match the shield to the enemy's immunities.

    Why it works: Many fire-themed monsters are immune to fire, so a warm shield's flames do nothing to them. The red dragon, hell hound, fire elemental, salamander, fire giant, efreeti and every devil in the SRD list fire immunity. The chill shield gives you fire resistance and deals cold damage back. Against devils, that cold damage is halved: every other SRD devil resists cold, and the ice devil is immune to both fire and cold, so neither shield hurts it.

    This avoids the mistake of: Picking the warm shield because the spell is called Fire Shield.

    Tip #2: Never use the warm shield on an iron golem.

    Why it works: The iron golem's Fire Absorption trait means fire damage heals it instead of hurting it. Each warm-shield trigger restores 2d8 hit points to the golem.

    This avoids the mistake of: Healing the boss every time it hits you.

    Tip #3: Use the warm shield against trolls.

    Why it works: A troll's Regeneration doesn't work on its next turn if it takes fire damage. Every claw or bite that hits you from 5 feet away turns off its healing for a turn.

    This avoids the mistake of: Burning a fire spell on the troll every round just to stop the regeneration.

    Tip #4: Cast it before the fight.

    Why it works: Ten minutes covers several fights in a row, and there is no concentration to protect. If you expect trouble behind the next door, cast it first and walk in already burning.

    This avoids the mistake of: Spending your first combat action on a defensive spell.

    Common Mistakes to Avoid

    Thinking reach attacks trigger it

    Why it's bad: The trigger is a creature within 5 feet hitting you with a melee attack. A hill giant's greatclub has 10-foot reach. If the giant swings from 10 feet away, nothing happens.

    Do this instead: Expect reach monsters to avoid the shield when the DM plays them carefully. Stand where they have to come close.

    Mixing up which shield resists what

    Why it's bad: The warm shield gives resistance to cold. The chill shield gives resistance to fire. The names describe the flames, not what they protect against.

    Do this instead: Think of it this way: warm flames keep the cold out, chill flames keep the fire out.

    Thinking it needs concentration

    Why it's bad: The duration is 10 minutes with no concentration. Taking damage can't end it.

    Do this instead: Stack it with your concentration spell of choice.

    Thinking the attacker gets a save

    Why it's bad: The spell has no save and no attack roll. If a creature within 5 feet hits you with a melee attack, it takes 2d8.

    Do this instead: Roll the 2d8 every time. Don't halve it unless the attacker resists the damage type.

    Usage Tips

    • •Worked example (2014 troll): A troll makes three attacks (bite and two claws, all 5-foot reach) at +7. Against your AC of 15, each attack hits on an 8 or higher, which is 65%. On average 1.95 attacks hit per turn, so the warm shield deals about 17.5 fire damage back (1.95 × 9). At least one attack hits 96% of the time (1 − 0.35³), which turns off Regeneration for its next turn.
    • •Worked example (young red dragon): Its Fire Breath deals 16d6 fire damage, an average of 56, on a failed DC 17 Dexterity save. With the chill shield you take 28 on a failure and 14 on a success.
    • •The salamander (2014): Its Heated Body deals 2d6 fire damage to anyone who hits it with a melee attack from within 5 feet. With the chill shield, a melee caster takes half of that and deals 2d8 cold back whenever the salamander's spear hits.
    • •Roll the retaliation with the dice roller, or compare totals in the damage calculator.
    • •Related guides: Contingency for setting Fire Shield to trigger on its own, Shield for the reaction AC boost, Mirror Image and Blur for melee defense. Browse the full spell guide index.

    Rules Notes

    • •Range is self. Flames wreathe you for 10 minutes. No concentration.
    • •You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
    • •Warm shield: resistance to cold damage. Chill shield: resistance to fire damage. You choose when you cast it.
    • •Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 fire damage (warm) or 2d8 cold damage (chill). The 2014 text says "cold shield" in that sentence. It means the chill shield.
    • •The damage happens on every qualifying hit, with no attack roll and no save.
    • •In the 2014 rules you can end the spell early by using an action to dismiss it.
    • •The 2014 SRD gives it to Wizards, and Fiend warlocks get it from their expanded spell list. The 2014 SRD archmage stat block also has it prepared.

    Synergies

    • •Contingency: Store Fire Shield with a trigger like "when a creature hits me with a melee attack."
    • •A concentration spell: Fire Shield uses no concentration, so it runs alongside anything else.
    • •Blur or Mirror Image: You take fewer hits and still punish the ones that land.

    Anti-Patterns

    • •Picking the warm shield against a fire-immune enemy.
    • •Picking the warm shield against an iron golem.
    • •Casting it and then staying 60 feet away from every enemy.
    • •Using it on a stealth mission.

    Tactical Modules

    • •Troll killer: Warm shield, stand next to the troll, and let its own claws keep its regeneration off.
    • •Dragon fight: Chill shield against a red dragon. Its breath and the fire part of its bite are halved.
    • •Doorway blocker: A caster in melee range at a chokepoint makes every attacker pay 2d8 per hit.
    • •Pre-buff chain: Cast it before the fight, then open with your concentration spell.

    Countermeasures

    These are for DMs running monsters against a Fire Shield caster.

    • •Threat: The caster punishes melee hits. Response: Attack from range or with reach. Fallback: Use saving-throw abilities instead of attacks. Those don't trigger it.
    • •Threat: The caster resists your damage type. Response: Switch damage types if you can. Fallback: Use effects that don't deal damage, like grapples or spells that impose conditions.
    • •Threat: The caster is hard to pin down. Response: Look for the light. A 10-foot radius of bright light shows exactly where the caster stands. Fallback: Use area effects on that spot.

    Fire Shield in the 2024 Rules

    The 2024 Player's Handbook keeps Fire Shield as a level 4 evocation spell with the same casting time, range, components, 10-minute duration and light radius. The warm and chill shields still give resistance to cold and fire, and the retaliation is still 2d8.

    Here is what changed:

    • •More classes. Druids and Sorcerers join Wizards on the class list.
    • •"Melee attack roll." The trigger is now a creature within 5 feet hitting you with a melee attack roll. Effects that use a saving throw don't trigger it. A 2024 salamander's Constrict, for example, is a Strength saving throw.
    • •No dismiss line. The 2024 text drops the sentence about using an action to end the spell early.
    • •Typo fixed. The 2024 text says "chill shield" where the 2014 text said "cold shield."
    • •Fiend warlocks always have it prepared from warlock level 7.

    The monsters changed too. The 2024 troll's Rend has 10-foot reach, so a troll can hit you from 10 feet away and never take the 2d8. Its Regeneration still shuts off for its next turn when it takes fire damage. A 2024 druid can cast Fire Shield and then use Wild Shape. Wild Shape doesn't let you cast spells, but it doesn't interfere with a spell you have already cast.

    Frequently Asked Questions

    What does Fire Shield do in 5e?

    For 10 minutes, without concentration, you choose a warm shield (resistance to cold) or a chill shield (resistance to fire). Any creature within 5 feet that hits you with a melee attack takes 2d8 fire or cold damage.

    Does Fire Shield require concentration?

    No. It lasts 10 minutes without concentration, so you can run it alongside a concentration spell.

    Which Fire Shield gives fire resistance?

    The chill shield gives resistance to fire damage. The warm shield gives resistance to cold damage.

    Does Fire Shield work against reach attacks?

    Only if the attacker is within 5 feet of you. A creature with a 10-foot reach that attacks you from 10 feet away takes no damage.

    Does Fire Shield trigger on every hit?

    Yes. Each melee hit from a creature within 5 feet triggers its own 2d8. A monster that hits three times takes 6d8.

    Does Fire Shield damage allow a save?

    No. The damage has no save and no attack roll. Resistance or immunity to the damage type still applies.

    Who can cast Fire Shield in 5e?

    In the 2014 SRD, Wizards, and Fiend warlocks through their expanded spell list. In the 2024 SRD, Druids, Sorcerers and Wizards, and Fiend warlocks always have it prepared from level 7.

    Is Fire Shield good in 5e?

    Yes, especially for casters who end up in melee. It needs no concentration, lasts 10 minutes, halves fire or cold damage, and punishes every melee hit. It does less against ranged enemies and reach attackers.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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