Quick Answer
Produce Flame is a conjuration cantrip for Druids. A flame appears in your hand for 10 minutes and sheds light. You can hurl it at a creature as a ranged spell attack for 1d8 fire damage. In the 2014 rules it takes an action, lights 10 feet brightly, reaches 30 feet when thrown, and ends when you throw it. In the 2024 rules it takes a bonus action, lights 20 feet brightly, reaches 60 feet, and you can keep throwing fire for the whole duration. Damage rises to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
Overview
Produce Flame is both a light source and a ranged attack. In the 2014 SRD it is the only Druid cantrip that deals damage beyond 10 feet.
The editions treat it very differently. The 2014 version is a light you can trade for one attack: throwing it ends the spell, so in a dark cave you choose between light and damage. In 2024 you conjure it with a bonus action, then take the Magic action to hurl fire as often as you like for 10 minutes while the light stays in your hand.
Watch the damage type. Of the 334 creature stat blocks in the 2014 SRD, 36 are immune to fire and 18 resist it, while 7 are vulnerable, including the mummy and the ice mephit.
Stat Block
| Property | Value |
|---|
| Level | 0 |
| School | Conjuration |
| Casting Time | 1 action |
| Range | Self |
| Components | V, S |
| Material | None |
| Duration | 10 minutes |
| Concentration | No |
| Ritual | No |
| Save/Attack | Ranged spell attack |
| Classes | Druid |
When NOT to Use This
- •The target is fire-immune, such as a fire elemental, an imp, or a hell hound.
- •An enemy within 5 feet can see you. The hurl is a ranged attack, so it has disadvantage.
- •You need the light more than the damage (2014). Throwing the flame ends the spell.
- •You want to set something on fire. Neither version says the flame or the thrown fire ignites objects.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | No slot. It is a cantrip. |
| Action Economy | 2014: one action to cast, and you can throw it as part of that action. 2024: bonus action to cast, then the Magic action for each throw. |
| Opportunity Cost | In 2024 the bonus action, which competes with Healing Word or Shillelagh, but only once per 10 minutes. |
When worth the action: Lighting your way, fire-vulnerable monsters, and any round a Druid has nothing better to do at range.
When NOT worth the action: Fire-immune targets, or when a leveled spell would shape the fight.
Damage by character level
Expected damage assumes Wisdom 16 at level 1, 18 at level 5, and 20 from level 11 (+5, +7, +9, and +11 to hit) against AC 15, with critical hits included.
| Character level | Damage | Average on a hit | Expected per throw vs AC 15 |
|---|
| 1–4 | 1d8 | 4.5 | 2.7 |
| 5–10 | 2d8 | 9 | 6.3 |
| 11–16 | 3d8 | 13.5 | 10.8 |
| 17–20 | 4d8 | 18 | 16.2 |
Druid damage cantrips compared at 5th level
A 5th-level Druid with 18 Wisdom (+7 to hit, DC 15) against a target with AC 15 and a +2 Constitution save. Critical hits are included.
| Cantrip | Edition | Range | Damage | Expected per action |
|---|
| Produce Flame | Both | 30 ft (2014), 60 ft (2024) | 2d8 fire | 6.3 |
| Poison Spray | 2014 | 10 ft | 2d12 poison, Con save | 7.8 |
| Poison Spray | 2024 | 30 ft | 2d12 poison, spell attack | 9.1 |
| Shillelagh (melee) | 2014 | Touch | 1d8 + 4 | 5.8 |
| Shillelagh (melee) | 2024 | Touch | 1d10 + 4 | 6.5 |
| Starry Wisp | 2024 | 60 ft | 2d8 radiant | 6.3 |
Poison Spray hits harder on paper, but 64 of the 334 stat blocks in the 2014 SRD are immune to poison, including every construct and every undead except the vampire and vampire spawn. Produce Flame's longer range and the 2024 light make it the more flexible pick.
Pro Tips
Tip #1: In 2024, cast it before the fight starts.
Why it works: It lasts 10 minutes without concentration. Cast it while exploring and you have light plus an attack ready on your first turn, with your bonus action still free.
This avoids the mistake of: Burning your first bonus action of the fight when you wanted Healing Word or Shillelagh.
Tip #2: In 2024, cast and throw on the same turn.
Why it works: The casting is a bonus action and the throw is a Magic action, so a 2024 Druid can do both in one turn.
This avoids the mistake of: Thinking the first throw has to wait until next turn.
Tip #3: Throw it at a flesh golem.
Why it works: A flesh golem that takes fire damage has disadvantage on attack rolls and ability checks until the end of its next turn. At AC 9, a +7 throw hits 95% of the time, and its Magic Resistance only helps saving throws.
This avoids the mistake of: Using lightning on it, which heals it.
Tip #4: Hold the 2014 flame until you need it.
Why it works: In the 2014 rules you can throw the flame "as an action on a later turn." Cast it as a light while exploring, then throw it when a fight starts.
This avoids the mistake of: Recasting it to attack when one is already in your hand.
Common Mistakes to Avoid
Treating the 2014 flame as reusable
Why it's bad: In the 2014 text, attacking with the flame ends the spell. You get one throw per casting.
Do this instead: Recast it (and throw it in the same action) each time you want to attack.
Throwing it at an object (2014)
Why it's bad: The 2014 text says you hurl it at a creature within 30 feet. Objects aren't valid targets.
Do this instead: In 2024 rules, you can target a creature or an object within 60 feet.
Forgetting Improved Elemental Fury's limit (2024)
Why it's bad: At Druid level 15, Potent Spellcasting adds 300 feet to Druid cantrips with a range of 10 feet or greater. Produce Flame's range is Self, so by the text it doesn't qualify, even though the throw reaches 60 feet.
Do this instead: Ask your DM before counting on a 360-foot throw; Starry Wisp and Poison Spray qualify as written.
Usage Tips
- •Worked example (mummy): A mummy has AC 11 and is vulnerable to fire in both editions. A 5th-level Druid at +7 hits on a 4 or higher, 85% of the time. A hit deals 2d8 doubled, 18 on average. Expected damage per throw is 16.2 against its 58 hit points.
- •Worked example (flesh golem): A flesh golem makes two slams at +7 for 13 each (2024 adds 1d8 lightning). Against AC 16 each 2014 slam hits 60% of the time, about 16.5 expected damage per turn. With disadvantage from Aversion of Fire, each hits about 36% of the time and the total falls to about 9.4.
- •Ice mephit: The ice mephit has AC 11, 21 hit points, and fire vulnerability. A 5th-level hit deals 18 on average, and destroys it outright when the 2d8 roll is 11 or more before doubling: 21 of 64 outcomes, about 33%.
- •Trolls: Any fire damage stops a troll's Regeneration on its next turn.
- •Roll the damage in the dice roller. For a permanent light, see Continual Flame.
Rules Notes
- •2014: action to cast; bright light 10 feet, dim 10 more; harms neither you nor your equipment. When you cast it, or as an action later, hurl it at a creature within 30 feet (ranged spell attack, 1d8 fire). Ends if you dismiss it as an action, cast it again, or attack with it.
- •2024: bonus action to cast; bright light 20 feet, dim 20 more; no heat, ignites nothing. Until it ends, a Magic action hurls fire at a creature or object within 60 feet. Ends if you cast it again.
- •Scaling uses total character level, not your level in one class. The 2024 SRD's multiclassing rules say so. The 2014 SRD text says only "when you reach 5th level," and its multiclassing section doesn't mention cantrips; Wizards of the Coast's 2014 rulings (Sage Advice, outside the SRD) give the same character-level answer.
Synergies
- •Faerie Fire or Entangle: Advantage on attacks against outlined or restrained creatures.
- •2024 Potent Spellcasting: A Druid who picks this Elemental Fury option at level 7 adds their Wisdom modifier to the damage.
- •Allies without darkvision: The 2024 flame matches the Light cantrip's 20-foot bright radius.
Anti-Patterns
- •Throwing the 2014 flame in a dark cave with no other light source.
- •Letting the 2024 flame expire just before a fight and spending a combat bonus action to recast it.
Tactical Modules
- •Scout's lamp: Walk point with the flame up so your first throw is ready.
- •Golem fight: Keep a flesh golem at disadvantage by hitting it with fire every round.
Countermeasures
- •Threat: A fire-immune or fire-resistant enemy. Response: Shillelagh, Starry Wisp (2024), or a leveled spell. Poison Spray is a poor backup here: devils, fire elementals, and magma mephits are immune to poison too. Fallback: Help an ally.
- •Threat: An enemy closes to melee. Response: Move away before throwing. Fallback: Shillelagh.
- •Threat: The enemy is beyond 30 feet (2014). Response: Close the distance using cover. Fallback: A ranged leveled spell.
Produce Flame in the 2024 Rules
The 2024 Player's Handbook rewrites Produce Flame. It keeps its school, Druid-only list, V, S components, 10-minute duration, 1d8 fire damage, and scaling.
Here is what changed:
- •Casting time: a bonus action instead of an action.
- •Light: bright light in a 20-foot radius and dim light for another 20 feet, double the 2014 radius.
- •Heat: the flame emits no heat and ignites nothing.
- •Attacking: you take a Magic action to hurl fire, and doing so no longer ends the spell. You can throw every turn for 10 minutes.
- •Range and targets: 60 feet instead of 30, and it can hit objects as well as creatures.
- •Ending it: the spell ends if you cast it again. The 2014 option to dismiss it as an action is not in the 2024 text.
The 2024 Druid class lists Druidcraft and Produce Flame as recommended starting cantrips, and the Magic Initiate (Druid) feat lets any character learn it. At Druid level 7, the Potent Spellcasting option adds your Wisdom modifier to its damage.
Frequently Asked Questions
How much damage does Produce Flame do in 5e?
1d8 fire on a hit, 4.5 on average, rising to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
What is Produce Flame's range in 5e?
The range is Self, because the flame appears in your hand. You throw it at a creature within 30 feet (2014) or a creature or object within 60 feet (2024).
Does throwing Produce Flame end the spell in 5e?
In the 2014 rules, yes. In the 2024 rules, no: you can take the Magic action to hurl fire as often as you like until the spell ends.
Is Produce Flame a bonus action in 5e?
In the 2024 rules, casting it is a bonus action and each throw takes a Magic action. In the 2014 rules, casting it takes an action, and you can throw it as part of that casting.
How much light does Produce Flame give in 5e?
2014: bright light in a 10-foot radius and dim light for another 10 feet. 2024: bright light in a 20-foot radius and dim light for another 20 feet.
Can Produce Flame set things on fire in 5e?
Neither version says so. The 2014 flame harms neither you nor your equipment, and the 2024 flame ignites nothing while in your hand. Whether a thrown flame ignites an object is a DM ruling, not rules text.
Does Produce Flame need concentration in 5e?
No. It lasts 10 minutes without concentration in both editions, so you can hold it while concentrating on another spell.
Is Produce Flame good in 5e?
Yes, especially in 2024: a reusable 60-foot attack and a light for one bonus action. The 2014 version is weaker because each throw ends the light, but it is still the 2014 SRD Druid's main ranged cantrip.
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.