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."
Presumably it's a bard/paladin multiclass.
Although DM fiat is possible
Back in high school me and my group just started a new campaign with new characters and mine happened upon a scroll of heat metal and a scroll of cure moderate or something like that. I tried to use the cure moderate scroll but my character had just suffered a major head injury so my DM would make me roll for EVERYTHING or the concussion would mess you up. Regardless i grabbed the wrong scroll and cast heat metal on his armor and fancy decorations on my "ornate scalemail" had branded his body making for an excellent additional story to my character, unfortunately the team got wiped a few sessions later when we tried to play around with magic beans.
Okay, this spell is completely overpowered...in very few situations. The weaknesses of the spell which make it balanced:
- Target must be wearing or carrying a metal object:
In some campaigns, this is often. In some, it is very rare. Also, in order to get the full benefit, and not have it be essentially you just take an object out of the fight, they have to be wearing medium or heavy armor. Again, in some campaigns, say, a war, this is pretty often. In others, however, nearly no one you meet will be wearing armor.
- Target must not be immune to fire damage:
Fire damage is the second-most resisted and immuned(?) damage type in the game. This means you have to make sure you're not just wasting it before you use it.
- Targets a single object:
This means that, sure, if you want to take out one creature, you can probably do that, but you can't have more than one of this spell active at a time, so if you are fighting a bunch at once, the spell's usefulness goes way down.
All in all, this spell is useful in a very specific circumstance: you are fighting a small number of heavily armored humanoids. Sure, it's useful for a monster to use against the players, but from a player's standpoint, it is not as powerful as it may seem, especially if you are fighting monsters instead of murdering people.
Meteor Swarm is a 9th Level spell. Even as a full caster, you don't get access to it until 17th Level. Heat Metal is a 2nd Level spell. As a full caster, you get access to it at 3rd Level. I'm not entirely certain, nobody could be except the creator of the article, but I believe strongly that this article was saying Heat Metal was good for low levels. "Let's shine a light on one of the best (if not the best) low-level spells in the game, Heat Metal." Did you catch the "low-level"?
Is it? Delayed fireball does 12d6 + 1-10d6 based on rounds doing 22d6 or an average of 66 damage if you can get it off at 10 rounds, Heat metal can be kept up for multiple rounds so after 2 rounds delayed fireball has done 22d6+X where X is your spell casting modifier averaging 66+X while Heat metal has done 64+2X and it can disarm or make enemies attack with disadvantage.
Crown of stars is similar to Heat metal, expend on spell slot to gain bonus damage for a time. it does 4d12 damage 7 times (assuming all hit) dealing 168 damage over 7 turns
Heat metal in that time would do 224 damage and disarm them or force them to attack disadvantaged.
The biggest weakness of heat metal is it is single target and requires the enemy to have metal on them. Most humanoids will have metal whether in armor and weapons or just jewelry and accessories. beasts and monsters are a little more hit or miss. Delayed fireball is a fireball so group damage is a given but with crown of stars nothing is stopping you from shooting one guy 7 times or 7 guys once each.
Nearly every humanoids and most humanoid undead have some metal on them. Beasts and monsters tend not to so if your big bad is a dragon it loses some of its effectivity.
I would say it's biggest weakness is the fact it can only target one thing. It's sustained damage on one target is unparalleled which is it's strongest aspect.
Lovely article. How about a little spicing up? How about a fire-immune creature casting heat metal on its weapons, then attacking for massive fire damage? Just have the weapon deal an extra 2d8 fire damage on a hit. You could also have enemies that are super-tanks use a player's heat metal to their advantage. For instance, a raging barbarian is the tankiest creature in the universe, and if your players used their heat metal on their greataxe, they could potentially hold on to it and slam players with fire damage, causing them to lose concentration on the spell. Best to save this kind of use for a player who has been abusing heat metal a ton and when you're angry at them for it. You could also potentially use heated armor against the players with a death-hug maneuver.
Edit: This does take some rule bending, but you're the freaking DM. The rules are YOUR domain, not the books. Bend a rule and mess with your players. If they throw a fit, just send that sweet minotaur with the flaming axe at them. That's some amazing artwork up in that article.
I really need this spell it but can it light coins or currency on fire ? for example let’s say there is a dragon on top it’s treasure hoard can I catch the gold on fire to do fire damage to the dragon?
As long as it's manufactured metal, yes. Although, you'd probably want to pick something larger than a coin because you can only target one object. Also, it'd have to not be a red dragon.
I'd like to point out that the doffing armor time (1 minute for medium and light, 5 minutes for heavy). can be reduced by half with help. I would posit, that an additional helper could reduce that time in half again (rounded down). So a medium armor's 10 round doffing could be reduced to 5 rounds, then 2, with two helpers. This may not be the best option, but its something. Heavy armor takes a whopping 50 rounds to remove alone and with two helpers still requires 12 rounds. another two helpers could drop it to 3 rounds but that would be a party of 5 all attempting to get one persons armor off (ugh)
Also i think heat metal is great as a trap component or using the spell to facilitate an environmental hazard (leaping across islands in a river of lava, no lava contact but the residual heat impacts everyone with an added effect to metal after certain exposure time). Just shooting from the hip here.
Frost worms from Explorers' Guide to Wildemount have fire vulnerability, and skeletons have bludgeoning vulnerability.
Heat Metal does fire damage but does not actually set objects on fire. You can use it to heat up an object in the dragon's hoard, but even then one movement will put the dragon away from that object (and probably on top of you).
Kurn is an NPC / monster and thus his stat block and spell slots would be up to the DM. Could be a legendary action, or he could really be a warlock now, etc. This is a great example of how a simple tweak to expectations can make great “holy $&#!” moments... you think you’re facing a simple failed Paladin, then he busts out a 7th level spell.
I do agree that damage is a bit meh for a 7th level slot, but it’s not that far out of line. Spells of that level tend to do 10d6, but they have a save or a chance to miss. They typically “land” about 65% of the time so... it’s right on par, and it’s superior for characters without maxed casting stats (gish/spell swords)
As for the Wizard’s option, who knows. Fireball might not be the best counter; a “Fallen Paladin” that suddenly whips out a 7th level spell may also have legendary resistance. “Kurn chooses to succeed on this save”, great. My 7th level fireball does 6d6 damage one time; a 7th level heat metal would’ve done 7d8 every round. Or my flying Buddy Paladin could’ve done ~60-100 weapon + smite damage per round, no saves or resistances likely.
Magic Missile is always a good call though... because spells that auto-hit, like Heat Metal and Magic Missile, are reliable.
I had read that you don't need line of sight or to remain in range to use the bonus action. Meaning you could cast the spell then run or hide, or if you have subtle spell cast from hiding and the enemy won't even know what is happening. If that is RAW, it'd be the ultimate assassin spell.
heat metal is best spel in existence
Multiclassing is limited to three classes
Wait, since when? Please give me the page number, in a 5E rulebook, that says this.
Yeah, but unless the target understands exactly what is happening, who is casting, and the full mechanics of the spell they wouldn't know to do that. That would be meta-gaming.
One time, the bard in my party threw ball bearings to the ground in front of the enemies and cast heat metal on the ball bearings. The enemies were burned alive by them.
I just want to say I absolutely love this before literal interpretation of rules ruins the comment. This is a magnificent use of both the spell heat metal and rules-bending, and I applaud both your bard for the idea and your DM for letting it happen.