Heat Metal

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. 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. 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.

At a Glance

Level
2nd
School
Transmutation
Casting Time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Concentration
Yes

How Heat Metal Works

Casting Time1 action
Range60 feet
ComponentsV, S, M (a piece of iron and a flame)
DurationConcentration, up to 1 minuteCONCENTRATION
Saving ThrowConstitution (to avoid dropping object)

Available to:

Damage

2d8 fire(Constitution (to avoid dropping object))

At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Common Mistakes

Common Mistake
Forgetting the damage can be repeated each turn with a bonus action
Common Mistake
Not realizing worn armor can't be easily dropped - causing ongoing damage
Common Mistake
Thinking the creature can choose to take the disadvantage instead of dropping - they must save
Common Mistake
Forgetting it requires concentration

DM Tips

DM Tip
Devastating against armored enemies who can't easily remove their armor
DM Tip
Can force enemies to drop weapons, disarming them
DM Tip
Bonus action economy makes this great paired with normal actions
DM Tip
Very effective against constructs and creatures that rely on metal equipment

Frequently Asked Questions

Sources & Further Reading