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.
Heat Metal may be the only thing that keeps you alive in the Domains of Dread found in Van Richten's Guide to Ravenloft, available for preorder now in the D&D Beyond Marketplace! All preorders come with digital dice, as well as character themes, frames, and backdrops!
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."
Would an ingot count as a manufactured metal object??? By ingot, I'm referring to a smelted piece of metal cast into a metal bar. If so a high-level caster would be a great blacksmith or assistant... Could rule this as part of the process someone needs to follow to create a flametounge... ideas...
Had this happen to me recently in a game that I GM. It managed to get my Titan-level, CR 24 boss, to drop his magical hammer which the players then tried to abscond with (they also combined this with a Fear, making for a rather awkward fight). All in all, this article is less a guide for how to take advantage of this spell, and more of an essay on why it should be banned from the table. It's very clearly overpowered. Disarming an opponent is a little too specific for the abstraction that is D&D combat. It's similar when a player is fighting a flying opponent and announces that their plan to disable their adversary is to "cut off it's wings". Perhaps, in a "real" fight, that would be a valid strategy, but beating the AC of a monster doesn't give you license to perform any stated action.
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.
level 3 rogue dwarf who just ran 75feet wants to call bullshit*
^^^ THIS.
Heat metal is great in theory, but it's ultimately useless until you finally run into some metal-armored opponents. And if this becomes your go-to spell for dealing with those types of bad guys, you can bet your last copper that your DM will stop giving you metal-armored opponents to roast.
Great uses of the spell. If a player made that their signature move and wanted a challenge, I would insert "cheap armor/metal" in the game. That way when the metal is heated some of it will turn into a toxic gas, killing the target, but creating a new problem.
I also don't like how players will try to cast it on arrowheads that are embedded in the target. It is always important for a spell to be read out loud every once in a while.
I've never had an issue with this spell because the majority of enemy targets I use in my game are unarmored. Anyone in armor would probably get killed just as fast with any other weapon/magic attack. This spell just takes away a couple of potential dice rolls effectively speeding up combat, with the fun of still rolling for damage.
Thank you for this post my reoccurring villain, a Nilbog, will be adding this to their spells known ;)
Cook and book?
As a DM, this is one of the first spells I nerf in any game I run.
There's no good reason for a Druid to have the spell; metal is alien to Druids and it's just thematically inappropriate for them to have any mastery over it.
If a player of another class insists on taking it, then I'll be really pedantic in adjudicating it. One manufactured metal object means exactly that--one single, discrete object, e.g. one rivet, one mail link, one single plate of armour--but *not* an entire suit.
I don't care for the idea of one player being able to take away the essential tools of another player like that. If the spellcaster can so easily strip the Fighter out of their armour, then the fighter should be able to take away the spellcaster's abilities through dismemberment or something.
The existence of this overpowered spell speaks to intense caster bias on the part of the designers, IMO.
Or any 4th level dwarf with the correct feat, or a 2nd level Dwarf Monk, or...
Casting it on a player's shield - rather than their armor - is a great way to put the pressure on and lower the AC of a tanky character, without being completely unfair.
Well aren't you a bucket of sunshine. To address each of your points specifically:
There is a very good and thematic reason for Druids to have the spell. Druids are supposed to be the wrath of nature incarnate. Heat Metal is one of their spells because it's nature's way of getting back at civilization; it is used to punish those that would ravage the natural world. Furthermore, metal isn't "alien" to them; they can use daggers and sickles, which cannot be fashioned from nonmetal items except for flint knives (in fact, one of their most signature spells, Druid Grove, requires a golden sickle). You only think that because of the clause in their proficiencies that says they don't wear metal armor. I think this clause means that druids prefer to not be separated from the elements, as metal armor would do, not that they won't use metal at all. Personally, I think that's dumb, but that's beside the point.
The spell explicitly lists a suit of medium or heavy armor as viable targets. There's no getting pedantic about it. The spell does what it says it does. If you're talking about homebrewing it to affect specifically a single item, why stop there? How can magic discern what exactly is a single item? Really, it should affect a single atom of the metal. Because how can magic determine the difference between two atoms of metal that are joined or just adjacent (such as the point at which two interlocking rings of chain mail connect). Plus, what does the magic know about metal? What does the weave consider to be metal? Does it have to be ferrous? The spell description says that it must be worked metal, so it clearly doesn't affect raw iron ore, but how does the magic know what has been worked or not?
Maybe (and just hear me out), it's because it's heckin' magic. The spell considers a single item to be not just a discrete worked object, but more an "item". The head of a spear, a whole sword from tip to pommel, a suit of medium or heavy armor.
I'll be honest with you: if you're looking for PvP in your games, DnD 5e is not the game for you. The different classes are on such a wild power curve compared directly to one another it's not even funny. I'm not even talking about "Linear Martials vs Quadratic Casters" (though that is very well documented); a Cleric and a Wizard are both spellcasters with comparable spells prepared and even get class features at basically the same levels. But they are not perfectly balanced with one another. Some slerics can have 20 AC at level one with a single spell slot. "But Jaces, the Wizard has Magic Missile, which doesn't care about AC" I hear you ask. True, but depending on the domain, so can the heckin' cleric. Fighters and Rangers are another example I'll use. At level one, the Fighter takes the cake; fighting style does so much more than Favored Enemy and Natural Explorer in combat. At level 5, Action Surge and Second Wind, combined with pretty much any subclass (except Purple Dragon Knight or maybe Cavalier in a 1v1) beats anything the Ranger can put out, except maybe, maybe, the Gloomstalker's ambush combined with Hunter's Mark and Favored Foe from Tasha's.
And those are just some examples. But you should not be pitting PCs against other PCs except in rare circumstances such as a tournament arc.
Seriously, though, leave the dang spell alone. If it's that big of a problem for you, there's a much easier way to counter it than specifically targeting some of the lower-dpr classes' best damaging spells: don't have enemies that wear or use metal. It's simple. Beasts and monstrosities don't even wear armor. Spellcasters just use mage armor for the most part and use magic for offense. Use enemies that wear leather or hide armor, or better yet: weird armor made from things like giant scorpion chitin or dragon scales. And the humanoids can always have a second weapon for when they get disarmed of their first.
ETA: "The existence of this overpowered spell speaks to intense caster bias on the part of the designers, IMO."
You know, this is to be expected from someone named SteelClad_Lad. But anyway, see above paragraph about power levels of classes.
But that means cutting out a pile of humanoid opponents. For any particular campaign, sure that could be viable. But saying "No campaigns that commonly have opponents in metal armor ever, at all, at any time." is outlawing a pretty serious amount of campaign settings & styles. And you don't need to eliminate armored opponents. Just also allow access to general anti-spell methods, like counterspell, or have the caster get focus fire'd until they fail a concentration check (or fail to not have more than 0 hit points).
But can you target the armor that the warforged is wearing as part of their integrated defense?
Don't forget Artificers can cast Heat Metal too. Also, if concentration is the problem, just use the Artificer's "Spell-storing Item" trait.
I like this article, and as the kind of person who takes the Magic Initiate feat just to be able to cast Shocking Grasp, I believe attention on any spell that is good against armor is worth attention.
Variant Human
8 Levels of Oathbreaker, 4 levels of Whispers Bard, and 8 levels of Shadow Sorcerer.
feats: Metamagic Adept, War Caster, Resilient (Constitution), Shield Master, Eldritch Adept (Devil’s Sight) and Martial Adept (Brace and Riposte)
What you get: A veritable tank with incredible saves, can cast spells up to 8th level, admirable damage out put, and access to up to 4 metamagics.
Half-Orc
2 levels Paladin, 3 Levels of Monk, 2 levels of Sorcerer, 6 levels of Valor or Swords Bard, 3 levels Assassin, 2 levels Fighter.
Take whatever feats you want.
What you get: Incredibly ridiculous Radiant damage output in one turn: 11d8 radiant damage every critical, up to a maximum of 6 criticals, for 66d8 radiant damage. Note that Assassinate makes criticals easy, and you can Divine Smite with 6 5th-level spell slots with the Sorcerer's Font of Magic. The Bard levels are to become a 9-th level multiclass caster while also getting the Extra Attack feature. Using a Rapier, that totals to 8d8 piercing+4d6 piercing+ 20 piercing +4d6 bludgeoning + 10 bludgeoning + 66d8 radiant damage, for an average of 383 total damage in the 1 surprise round. That's an average of 124 damage per second! Even 9th-level Heat Metal won't be beating this for what an entire minute of concentration is worth. Also, if you use this as a DM on a PC doing some kind of important concentration on important stuff or whatever, imagine having them make a DC 383 Constitution Saving Throw!
A buddy of mine always rolls his eyes whenever I mention this spell as one of my favorites. Thinking about having my druid get the Metamagic Adept feat just so I can freeze, zap, or poison people in their armor, or in some Iron Bands of Binding if I can find one.
When I was running a Forge Cleric last year, I quickly found that even when fighting enemies who were wearing armor and using shields, casting Spiritual Weapon was often the better choice to Heat Metal. Sure, HM is terrifyingly effective, but all too often the target would only live for one or two rounds anyway and then I was out of a spell slot. Spiritual Weapon did about the same damage but let me change to a new target every time the old one bought it. That made for a far more efficient use of a spell slot.
My Tiefling Fighter, wrapping the enemy bard in a bear hug: "Do it again, I dare you!"
Nobody is sleeping on this spell because they aren't aware of it. They choose not to use it because melting someone to death in their plate armour is objectively a pure evil act and most adventuring parties are not pure evil.
@Azara5 It really depends on which DM you're playing with, but I would say that it deals an extra 1d8 fire damage.