Imagine you are a Paladin, in magical Plate armor, with a magic shield and a magic weapon of glorious awesomeness. This is your first character and you have been playing every week in your friend’s game for over two and a half years! Everyone else at the table is playing a ranged class. You are the melee, the tank, the one who gets up in the monster’s face, scoffs at their pathetic attempts to hit you, and brings the pain. Your team is counting on you to be the hero you have been since your first Critical Smite! Suddenly, your Dungeon Master grins with a sense of malevolence you have never seen from them before. Their main antagonist, Kurn, the Forge Domain Cleric casts Heat Metal using a 7th level spell slot on your magical armor for 7d8 fire damage.
No attack roll. No saving throw.
Just an average of 32 damage with potential max damage of 56, every round. Kurn is 45 feet away from you on a balcony with no visible stairs or way of reaching it. If you want to break his concentration you will have to rely on your wizard companion, Shaster Foechuckle to cast Fly on you instead of Haste and you are still fighting Kurn’s army of ghouls and shadows... If Foechuckle fails, this could be your last stand...
Let's shine a light on one of the best (if not the best) low-level spells in the game, Heat Metal. What I find fascinating is this amazing spell seems to have slipped under the radar of many adventurers since the beginning of Fifth Edition, and as more fantastic spells continue to come out it remains incredibly strong, overlooked, and exceptional. Perhaps it is because it can only be cast by what many consider to be “support” spell casters. Perhaps it is because it doesn’t have an intimidating name. Regardless of all that, this spell is magnificent.
What does Heat Metal do and why is it so good?
Heat Metal is a really simple and straightforward 2nd level Transmutation spell available to Artificers, Bards, Druids, and Forge Domain Clerics. First, it allows the caster to '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.' Let’s stop here and quickly point out that the range is 60 feet, which is nothing to scoff at. It's certainly further than any Dwarf could move in one turn without the assistance of magical aid.
'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.' Notice anything special about this? How about the fact that it just happens. No attack roll, no saving throw, you spend a spell slot and the result is fire damage. On your following turns, for the cost of a bonus action, you can continue this damage all while using your action to do whatever tickles your fancy and doesn't break your concentration.
In case you weren’t sold yet: “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.” These lines are what tip this spell from being pretty cool to completely, wonderfully overpowered. Let’s break this down. This is one of the few spells in 5th edition that has the ability to explicitly disarm a creature, thereby combining damage and utility!
The real power of this spell occurs when the object you choose is a suit of heavy or medium metal armor. It takes a full minute (or ten rounds of combat) to remove medium armor and five minutes (or fifty rounds of combat) to remove heavy armor. Each round spent this way would certainly count as taking the [Tooltip Not Found] action, effectively taking this creature out of the fight and damaging it while doing so.
The only weakness of this spell, as mentioned above, is that it requires concentration. But that should not deter you in the slightest! If you are STILL not sold on how wonderful this is, “when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.” Come on- what else do we need to say to get you to drive this car off the lot today?
Optimizing this spell as a Player
I always prefer to play strange, non-optimized characters. Unique personalities who contribute more to making people laugh at the table and assist in moving the story along than combat. That said I don’t want to let these goofballs drag down the team in combat. So, I always pick up Heat Metal when I can.
As mentioned above, this spell mixes damage with utility in ways that no other spell or ability does in the rest of the game. I universally prefer to cast Heat Metal on a piece of armor instead of a metal weapon because I want that continuous damage and ensure the target is forced to attack at disadvantage each turn. Let's look at some ways to use this spell when as the various classes that are a part of the Heat Metal family.
Bards are masters of utility and supporting other classes in the main pillars of D&D (exploration, combat, role play). Normally when I cast Heat Metal or any concentration spell as a bard, I want to ensure I am doing everything I can to avoid damage. For that reason, I usually will use my movement to both avoid attackers and also stay within distance of my target. I also will use my action to support this, either by using the Dodge or Disengage actions. If I feel I am safe from harm, I will then opt to support my team members either by casting other (non-concentration) spells, making a ranged attack, or even using the Help action.
Clerics are arguably one of the strongest classes in the game because of their ability to cast powerful healing and damaging spells in armor. In this case, Forge Domain clerics also gain proficiency with heavy armor. Depending on how well equipped your Forge Domain cleric is, they might have a really high armor class and thus will be rather difficult to hit; a major benefit to maintaining concentration for those types of spells. Regardless of that, the way I prefer to use Heat Metal with this type of character is to lock down one target (in metal armor of course) while I bash another target with my Attack. This feels particularly effective when I want to protect other members of my party with lower armor classes from melee combatants while attacking another target.
Artificers are ingenious magical engineers that use tools to cast spells and invent fantastical items. Thanks to their different subclass options and creative design they can adopt and accommodate many different playstyles and roles in an adventuring party. Similar to Clerics, Artificers can take advantage of casting spells in armor. A unique way to play Armorer Artificers (which gains proficient with heavy armor) is to act as a bodyguard to my party’s other spell casters rather than stand in the front line. If I could not cast Heat Metal on a piece of armor I would default to the attacker’s weapons and then use my action to Attack with my Thunder Gauntlets. Besides dealing a formidable 1d8 thunder damage “a creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn.” This would ensure that the attacking creature is greatly discouraged into attacking my fellow party member because it guarantees it will attack at disadvantage, one way or another.
Druids are unique as the only class that can transform into other creatures with their “Wild Shape” class ability. I personally adore the rules for Wild Shape (especially with the Circle of the Moon) because you can cast spells prior to shapeshifting and can maintain concentration on them in the beast form. For this reason, this is my favorite class to pick up the Heat Metal Spell. My go-to way of using the spell is to cast it before I use my Bonus Action to Wild Shape into a beast. My choice of beast depends on how important it is for me to remain concentrated on the spell but my preferred form is that of the Giant Spider; specifically, so I can use its climb speed to get out of the way of present danger and also use its Web Action to support my team further. The amazing thing here is that you can change your strategy depending on what creature you turn into! Even though I prefer Circle of the Moon druids, you can effectively do this combo with any druid subclass. If maintaining concentration is the most important aspect for you, turn into something with a unique movement speed, or skilled in Stealth such as a Giant Badger, a Giant Centipede or a Wolf.
Optimizing this spell as a Dungeon Master
This spell is so powerful that as a Dungeon Master I very rarely use it against players. When I do use it, I prefer to use it either with experienced players or as a tool to introduce newer players to more advanced combat strategies that involve spells such as Dispel Magic and Counterspell.
When using it against experienced players I go right for the jugular and will cast it on the melee character with the highest armor class that is most likely wearing metal. It feels borderline cruel, so normally I save this for final boss fights or a boss’ highest-ranking officers. It can often be a great solution to pressuring characters that have simply become too difficult to hit or impede in more conventional ways (such as spells with saving throws). I suggest using this cautiously because its greatest power (of not needing an attack roll nor saving throw) will also make it feel incredibly unfair.
A more fun way to use this spell as a Dungeon Master is as a tool for teaching newer players about the importance of Dispel Magic and Counterspell. A relatively simple way of achieving this is with a puzzle or trap encounter that targets a character’s weapons or a metal object that can easily be removed (such as a neckless, ring, or shield). By introducing the spell this way it doesn’t have the urgency nor deadliness of occurring during combat as well as not feeling as punishing. I would design the puzzle or trap to impede my players from gaining cool magic items or exciting and important story lore that could help them later in the adventure, rather than a hard block to the story. What I really like about this is it gets everyone involved. It makes them aware that this spell exists and how it works. Most importantly it gives them insight into how to deal with this in the future when the luxury of time won’t be on their side.
I hope the next time you are building a character or designing an encounter you'll include this incredible spell. Its one-of-a-kind properties make it strong and versatile to use in many instances that could either tilt combat in your favor or make your players praise you for challenging them in ways they have not previously experienced. My last piece of wisdom for players is to remember that simply because you can use your bonus action to inflict more damage on subsequent turns, you do not have to and the spell won’t end if you don’t. My final piece of advice for Dungeon Masters is to remember this spell is brutal and I implore you to use caution both when and with whom you decide to use it.
In other words, with great Heat Metal power, comes great Heat Metal responsibility.
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Elliot Spilk (@DiceyDM) is the Game Content Manager at Fandom Tabletop who leads a fantastic team to digitize all game content. He is deeply passionate about D&D, fantasy, science fiction, and bringing out the creativity in others. He rolls dice openly in front of his players and runs a tough but fair game with high stakes. He proudly wears the badge for "killing the most player characters in the internal office games."
No, the spell states: "Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell." There is no physical contact as per armor explanation as posted previously. Why? because it is written.
Well an experienced player would also use that spell to their advantage by either making the caster come in contact with the metal as well such as grapple etc at least if they could reach the caster lol
Cite where the rules state there is no physical contact between the metal of the armor & the person wearing it. I have a long-sleeve shirt on under my jacket, that doesn't mean I have no direct contact with the jacket.
Heat metal provides a perfect strategy against oozes (specifically gelatinous cubes). If they already have something metal still floating in them, just heat metal on that. If not, take a bag of ball bearings, or some coins, or a dagger (anything small and of metallic persuasion), throw it on top of the cube, cast heat metal. And now the red hot metal object will slowly sink its way through the ooze, killing it within a few turns.
I love this spell. My druid always has it prepared.
I keep forgetting about the imposed disadvantage.
Heat Metal is an absolutely broken spell against enemies that have anything metal related. Armor? Your toast? Weapon? It's gone. Hell you can use it make a Lich yeet his own phylactery if he carries it with him for some reason. Magical Mcguffin the BBEG has been searching for dominate the world? Out the window.
DMs — do not make liches carry their phylacteries around
Your still being baked alive in a suit of molten armor.
think of it this way. take a lump of meat, wrap it in leather to simulate the padding under the armor, then strap metal plates to the outside to simulate the armor. next step, magically superheat the metal till glowing red hot (this would mean a couple thousand degrees) all in the span of 6 seconds. then maintain that heat for as long as you can concentrate on the item, up to 60 seconds. now, join me in this thought experiment. after 60 seconds of instant superheating of the metal, what do you imagine will happen to all the material inside the metal. my theory? charcoal.
Why is HartlessD20's name line red?
I'm a power gamer, so I often look for things like this. here's another tip: If you are using a wizard, make sure you get counterspell, shield, and invisibility, and maybe even greater invisibility, and then get spells that utterly destroy the opponent, and also make sure you have a good deception bonus if you want to use suggestion in harmful means. This way, you can make it sound reasonable whether or not it is. The DM would also likely decide that your position isn't revealed if you cast area spells with an area of sphere or cube, so make sure you have some of those if you have a logical DM, make sure to get some of those, and try to get your DM interested in making custom content, so that they accidentally make things that are OP and allow you to obliterate your enemies. If you can, also make it so you are flying, so melee enemies can't hit you and you can use counterspell as much as you want with the signature spells, and combo in the invisibility so their only hope will be their archers who have no idea where you are. Also summon things as a distraction, and cast the weird spell so that any remaining enemies are pretty much dead, in addition to simulacrum if you ever have access to snow (try to make the individual picked a god or very powerful person), and then you will be pretty much able to destroy armies. Also try and overlap the effects of the book of vile darkness and the book of exalted deeds, as it is possibly to do if you are forced to do both bad and good, and do nothing willingly because all you really wanna do is sleep but you are of good alignment, so you can cast spells up to level 11, and get the comet card (deck of many things) many times, as it'll let you level up past level 20, if you have access to these things. Also, try and get one of your signature spells to do healing if you can, because a healing cantrip was decided to be to OP for the game, and I can understand why.
If you want to know how powerful a character is in an x round battle, multiply their average DPT (damage per turn) over x rounds by their (HP/(their level * 6)).
Counterspell is awesome. It makes spellcasters opposing it basically useless unless they counterspell counterspells. The highest possible spellcasting ability is 10, so you can likely cancel out a 9th level spell with a second level spell slot if you are high enough leveled. (You can get ability score improvements that go up to 30, see DM's manual.
(a lot of that info is useful wizard or not)
On the contrary, have you ever considered that light armor can actually get you a higher AC than heavy or medium armor given that your character is built right in the end (12+10>18) and that metal weapons are effectively useless for magic users aside from staffs, and that you can easily prevent heat metal from being a big deal with counterspell and dispel magic, and that it only has one target, and is therefore effectively useless against a large group of enemies. I'd rather use different tactics. There are definitely more OP spells. Like Imprisonment, for example. Imprisonment can help you trap the boss so you can deal with all their minions, take a long rest, and effectively face them at your peak. This will be even more OP when you have many characters on your team, especially if there are above 10 of them, because it's basically impossible to make a one person encounter that doesn't either totally obliterate some of them, or get totally obliterated. Of course, you could just give them area attacks and have a cell prepared for the players to escape from it they fail.
Yes, sleep. A great spell unless you are up against fey or elves. You can incapacitate them once they are asleep and then kill them off individually, one by one.
Quite almost accurate, but I'd say more like 70%
The DM can make unexpected turns, but it'd be pretty tough on any unprepared character.
fun fact, Sylgar is the name of Xanathar's pet goldfish.
Ok. This is a lot of terrible advice.
* Suggestion, no matter how high your deception is can't make people hurt themselves.
* A lot of spells have verbal and somatic components that make it obvious you're casting a spell, at most you might be able to convince someone you're actually trying to help them.
* I make custom content for my players a lot and when we decide anything is overpowered we re-work it.
* Signature Spells can only be cast once for free and no matter how often you can cast Counterspell it still takes your reaction to do so, leaving you vulnerable for the rest of the round.
*Invisibility ends when you attack. It also requires concentration so it can be broken by a fireball in roughly the right area.
* Neither the Book of Exalted Deeds or Book of Vile Darkness force a player to commit an act so as soon as you performed the act to appease one the other would lose access to the other. BoED only lets you cast cleric and paladin spells at one level higher so 10 at most.
* Not every DM allows levelling past level 20 and getting multiple Comet cards is basically impossible since you'd need multiple full Decks to have the chance of drawing.
Honestly this is some of the lowest quality power gaming I've seen and it's entirely dependent on your DM not kicking you the first time you try and pull any crap.
I love that... wait was that the point? goldfish live in water and wildfire is the opposite of water, give or take...
This came up in my campaign I'm in and I'm not sure what the right answer is. I play an Oath of the Ancients Paladin who wears Heavy Armor, Hetal Metal was used on my armor, totally get it. At level 7, paladins of that oath get an aura ability that gives them and everyone friendly within 10 feet of them, resistance to spell damage. The argument was is the damage being done spell damage or is it just fire damage coming from the heated armor and thus not something that was resisted? I'm going to abstain from sharing what I thought and what others thought to just get an unbiased interpretation of the situation. Thanks if anyone can help,
It's damage from a spell so the aura should apply.