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Heat Metal 5E Guide

Heat Metal turns enemy gear into a liability. Heat a manufactured metal object — often armor or a weapon — and deal fire damage while forcing the wearer to drop it or suffer penalties.

This Heat Metal 5E guide covers targeting, bonus-action ticks, and table tactics.

Spell Level
2nd
Spell Type
Transmutation
Casting Time
1 Action
Range
60 feet
Component Requirements
Verbal, Somatic, Material (a piece of iron and a flame)
Duration
Concentration, up to 1 minute
Class
Bard, Druid
At Higher Levels
+1d8 fire damage per slot level above 2nd

How does Heat Metal work?

Choose a manufactured metal object (weapon or armor suit is the classic pick) that you can see within range. You cause it to glow red-hot. On cast, and again each of your later turns as a bonus action while you maintain concentration, you deal fire damage to a creature in physical contact with the object.

If a creature is holding or wearing the object and takes the damage, it 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.

Exact damage dice follow your table’s rules text (commonly 2d8 at base, scaling when upcast).

Best targets

  • Plate-wearing bosses who won’t (or can’t) doff armor mid-fight
  • Enemies clinging to a magic weapon they refuse to drop
  • Constructs or knights defined by metal gear

Why it’s nasty

Unlike a one-and-done blast, Heat Metal keeps taxing the target every round with a bonus action. That leaves your action free for cantrips, shove setups, or another spell that doesn’t need concentration.

Heat Metal vs Faerie Fire

SpellJob
Heat MetalSingle-target pressure + gear denial
Faerie FireParty-wide advantage on attack rolls

Use Faerie Fire when the party needs hits to land. Use Heat Metal when one armored threat must melt.

Frequently Asked Questions

Does it work on natural weapons or monster hides?

It targets manufactured metal objects. Claws and scales usually don’t qualify unless the DM rules otherwise.

Can the enemy just take the armor off?

Doffing armor takes time — often too long for combat. That’s why worn armor is the nightmare target.

Is it unfair in PvP or hard tables?

It’s strong and legal. Smart enemies carry wood/bone backups or fight at range; smart DMs still let it shine against knights.