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    Quick Answer

    Heat Metal is a 2nd-level transmutation spell for Bards and Druids. You make a manufactured metal object within 60 feet glow red-hot. Any creature touching it takes 2d8 fire damage when you cast the spell, and you can repeat that damage as a bonus action on each of your later turns while you concentrate (up to 1 minute). A creature holding or wearing the object makes a Constitution save or drops it. If it keeps the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

    Overview

    Heat Metal is the answer to the enemy in plate armor. The damage has no attack roll and no save, so the target's AC doesn't matter. You pick an object, not a creature, and whoever is in contact with it gets burned.

    The real payoff is the disadvantage. A creature wearing heated armor can't drop it, so every time it takes the damage it has disadvantage on attacks and ability checks until the start of your next turn. Against a knight that halves its chance to hit with a greatsword, every round, for the cost of your bonus action.

    Your action stays free. The repeat damage uses your bonus action and isn't a new casting, so you can still cast a cantrip, attack, or dodge with your action. The cost is concentration and a limited target list: it does nothing to a beast with claws or a monster with no metal gear.

    Stat Block

    PropertyValue
    Level2
    SchoolTransmutation
    Casting Time1 action
    Range60 feet
    ComponentsV, S, M
    MaterialA piece of iron and a flame.
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackCON (to drop the object; the damage has no save)
    ClassesBard, Druid

    When NOT to Use This

    • •The enemy has no manufactured metal: beasts, most monstrosities, and creatures with natural weapons.
    • •The target is immune to fire. An azer or a salamander takes no damage from its own heated gear.
    • •The target has very few hit points. A guard with 11 hit points dies to the first 2d8 about a third of the time. A 1st-level spell or a cantrip would do.
    • •You are already concentrating on something better.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent against one armored enemy with a lot of hit points.
    Action EconomyOne action to cast, then a bonus action per turn. Your action stays free.
    Opportunity CostConcentration, and only one object per casting.

    When worth the slot: A knight, veteran, or other heavily armored humanoid that will fight for several rounds.

    When NOT worth the slot: Unarmored enemies, fire-immune enemies, or a fight that will end this round.

    Upcasting

    Each slot level above 2nd adds 1d8 to every instance of damage, including the bonus-action repeats.

    SlotDamage per turnAverage10 turns (cast + 9 bonus actions)
    2nd2d8990
    3rd3d813.5135
    4th4d818180
    5th5d822.5225

    The 10-turn column assumes you keep concentration and spend your bonus action every turn for the full minute.

    Pro Tips

    Tip #1: Heat the armor, not the sword.

    Why it works: A creature can drop a weapon on a failed save, which ends its problem. It can't drop worn armor. Getting out of armor takes 1 minute for medium armor and 5 minutes for heavy armor, and the spell lasts 1 minute. The armor keeps burning and the disadvantage comes back every turn.

    This avoids the mistake of: Heating a weapon, watching the target drop it, and seeing it draw a dagger.

    Tip #2: Spend your action on something else.

    Why it works: The repeat damage is a bonus action that doesn't cast a spell. Your action is free for a cantrip, a weapon attack, Dodge, or Help.

    This avoids the mistake of: Thinking Heat Metal uses up your whole turn after the first round.

    Tip #3: Pick the enemy that relies on attack rolls.

    Why it works: Disadvantage on attack rolls hurts a melee brute far more than a caster who uses saving-throw spells. Ability checks are covered too, which matters for grapples and contests in the 2014 rules.

    This avoids the mistake of: Heating the robes-and-staff enemy caster who has no metal anyway.

    Tip #4: Protect your concentration.

    Why it works: Every turn the spell lasts is another 2d8 and another round of disadvantage. Losing concentration on round two throws away most of the value.

    This avoids the mistake of: Standing next to the enemy you just heated.

    Common Mistakes to Avoid

    Making an attack roll or a save for the damage

    Why it's bad: The damage has no attack roll and no save. The Constitution save only decides whether a creature holding or wearing the object drops it.

    Do this instead: Roll 2d8 fire damage, then have the holder or wearer make its Constitution save.

    Thinking a successful save avoids the disadvantage

    Why it's bad: The text says that if the creature doesn't drop the object, it has disadvantage. A creature that succeeds on the save and keeps its sword still has disadvantage. A creature wearing armor can't drop it, so it has disadvantage on every turn it takes the damage.

    Do this instead: Apply disadvantage whenever the creature still holds or wears the object after taking the damage.

    Targeting a creature

    Why it's bad: Heat Metal targets a manufactured metal object you can see. You choose the armor or the weapon, not the person in it.

    Do this instead: Name the object. Anyone in physical contact with it takes the damage.

    Forgetting to use the bonus action

    Why it's bad: The damage doesn't repeat by itself. It only happens on your later turns if you spend the bonus action.

    Do this instead: Say "bonus action, Heat Metal" at the start of every turn so it doesn't slip.

    Usage Tips

    • •Worked example, knight: A 2014 knight wears plate armor and has 52 hit points. Heat the plate. At 9 damage per turn, the cast plus five bonus actions (six turns) averages 54 damage, enough to drop it with no help. Each of those turns it has disadvantage. Its greatsword hits AC 16 on 11 or higher (50%). With disadvantage it needs two such rolls, so it hits 25% of the time. Ignoring critical hits, its expected damage per round drops from 10 to 5.
    • •Worked example, veteran: A 2014 veteran wears splint armor, which is heavy, and has 58 hit points. Same plan as the knight. Its shortsword and longsword are metal too, but the armor is the better target.
    • •Worked example, bandit captain: It wears studded leather, so heat the scimitar instead. With a Constitution save of +2 against your DC 13, it succeeds on 11 or higher (50%). On a failure it drops the scimitar. On a success it keeps it, takes the damage, and attacks with disadvantage.
    • •Medium armor counts: A guard wears a chain shirt and a 2024 guard captain wears a breastplate. Both are medium metal armor. Hide armor is medium but not metal.
    • •On the other side of the table: the 2014 magma mephit casts Heat Metal once a day (save DC 10), which makes it a real threat to an armored level 1 or 2 fighter.
    • •Concentration rules, including how damage to you can end the spell, are in the concentration guide.
    • •Roll the damage with the dice roller.

    Rules Notes

    • •Target: a manufactured metal object you can see within 60 feet. A metal weapon and heavy or medium metal armor are the text's examples, not a complete list.
    • •Damage and save: every creature in physical contact takes 2d8 fire on the cast and on each bonus action. A creature holding or wearing the object that takes the damage makes a Constitution save or drops it if it can; if it doesn't drop it, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    • •Range after casting (2014): the bonus-action text doesn't require the object to stay in range or in sight. The 2024 version adds a range requirement.
    • •Armor removal: doffing medium armor takes 1 minute and heavy armor 5 minutes. In the 2014 rules, help halves that time.
    • •Animated armor: the spell targets an object, and both SRDs define an object as a "discrete, inanimate item." Animated armor is a Construct creature, so by the rules text it isn't a valid target. Metal gear a creature wears or holds is still an object.

    Synergies

    • •Vicious Mockery (bard): It fits in your free action, but its disadvantage doesn't stack with Heat Metal's. Aim it at a different enemy.
    • •Dodge or Disengage: Your action is free. Dodging while the spell ticks makes it harder for the target to break your concentration.
    • •Shove or grapple: The heated creature has disadvantage on ability checks. In 2014 that covers the contest to resist a shove or grapple and the check to escape. In 2024 the target resists with a save, but escaping a grapple is still an ability check.
    • •Ranged allies: Disadvantage only affects the heated creature's own rolls. Your allies attack it normally.

    Anti-Patterns

    • •Heating a weapon on a creature with a backup weapon and a decent Constitution save.
    • •Dropping concentration to cast a second concentration spell while the armored enemy is still standing.

    Tactical Modules

    • •Tin can: Heat the enemy champion's plate on round one. Spend every later bonus action on the damage and your action on cantrips or Dodge.
    • •Disarm: Heat a crossbow or a sword held by an enemy with a weak Constitution save. A failed save means it drops the weapon.
    • •Bodyguard: Heat the armor of the enemy guarding a door. Disadvantage on its attacks lets your allies push past it.

    Countermeasures

    • •Threat: The enemy damages you to break concentration. Response: Stay behind your front line or in cover. Fallback: Recast on the same armor if the fight is still long.
    • •Threat: (2024) The enemy moves more than 60 feet from you. Response: Stay within range. Fallback: In 2014 the repeat damage has no range limit.
    • •Threat: The target drops a heated weapon. Response: Heat armor instead. Fallback: Pick up or kick the dropped weapon away.

    Heat Metal in the 2024 Rules

    The 2024 Player's Handbook keeps Heat Metal as a 2nd-level transmutation spell for Bards and Druids, with the same range, components, damage, Constitution save, and disadvantage.

    One rule changed. The bonus-action repeat now only works "if the object is within range." If the target runs more than 60 feet from you, you can't burn it again until it comes back. The 2014 text had no such limit.

    The general 2024 rule of one spell slot per turn doesn't affect the bonus action, since the repeat damage doesn't spend a slot.

    Frequently Asked Questions

    What does Heat Metal do in 5e?

    It makes a manufactured metal object within 60 feet red-hot. Any creature touching it takes 2d8 fire damage, and you can repeat the damage as a bonus action on your later turns while you concentrate. A creature holding or wearing it must make a Constitution save or drop it, and if it keeps it, it has disadvantage on attack rolls and ability checks.

    Does Heat Metal have a saving throw in 5e?

    Only to drop the object. The fire damage itself has no save and no attack roll, so it lands every time.

    Can you take off armor to escape Heat Metal in 5e?

    Not in time. Taking off medium armor takes 1 minute and heavy armor 5 minutes, and the spell lasts up to 1 minute. In the 2014 rules, help halves the time, which still takes most of the spell's duration for medium armor.

    Does Heat Metal give disadvantage if the target passes the save in 5e?

    Yes. The disadvantage applies whenever the creature doesn't drop the object. Passing the save means it kept the object, so it has disadvantage.

    Does Heat Metal work on animated armor in 5e?

    Not by the rules text. The spell targets a manufactured metal object, and the SRD defines an object as an inanimate item. Animated armor is a Construct creature, not an object. Letting it count anyway is a DM ruling, not rules text.

    Do you need line of sight to use Heat Metal's bonus action in 5e?

    You need to see the object when you cast it. In the 2014 rules the bonus action has no range or sight requirement. In the 2024 rules the object must be within range.

    Can you cast another spell on the same turn as Heat Metal's bonus action in 5e?

    Yes. The bonus action repeats the damage without casting a spell, so it doesn't trigger the 2014 bonus-action casting limit or use a spell slot.

    Is Heat Metal good in 5e?

    It is a strong 2nd-level pick against an armored enemy: 9 damage a turn with no roll, and a knight's chance to hit drops from 50% to 25%. Against unarmored or fire-immune enemies it does nothing.


    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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