As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Burning Hands damage by spell slot level
Spell slot level
Damage
Average
1st
3d6 fire
10.5
2nd
4d6 fire
14
3rd
5d6 fire
17.5
4th
6d6 fire
21
5th
7d6 fire
24.5
6th
8d6 fire
28
7th
9d6 fire
31.5
8th
10d6 fire
35
9th
11d6 fire
38.5
Averages are the dice’s expected total. A target that succeeds on its Dexterity save takes half. Roll any row in the dice roller.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Range: Self (15-foot cone) → Self.
Casting time
Action
Range
Self
Components
V, S
Duration
Instantaneous
School
Evocation
Level
1
Classes
Sorcerer, Wizard
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.