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 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.
Heat Metal damage by spell slot level
Spell slot level
Damage
Average
2nd
2d8 fire
9
3rd
3d8 fire
13.5
4th
4d8 fire
18
5th
5d8 fire
22.5
6th
6d8 fire
27
7th
7d8 fire
31.5
8th
8d8 fire
36
9th
9d8 fire
40.5
Averages are the dice’s expected total. Roll any row in the dice roller.
How Heat Metal plays
Choose a manufactured metal object you can see within 60 feet, such as a sword or a suit of metal armor, and it glows red-hot. Any creature touching it takes 2d8 fire damage, and on each of your later turns you can use a bonus action to deal that damage again, for up to a minute while you concentrate. There is no saving throw against the damage.
A creature holding or wearing the object that takes the damage makes a Constitution saving throw. If it fails, it drops the object if it can. If it doesn’t drop it, it has disadvantage on attack rolls and ability checks until the start of your next turn. Nobody can drop a breastplate or a suit of plate, so an armored knight takes 2d8 every turn and fights at disadvantage until your concentration breaks.
When to pick Heat Metal
Bards and druids facing knights, soldiers, hobgoblins or anyone in metal armor. Few 2nd-level spells take a single enemy out of the fight so thoroughly.
Against a strong weapon user, heat the weapon instead. It drops the sword on a failed save, or holds on and attacks with disadvantage.
It leaves your action free. After the first turn it costs only a bonus action, so you can cast a cantrip or dodge as well.
Useless against claws and teeth. Most monsters carry no manufactured metal, so this is a humanoid-enemy spell.
Common questions
Is there a saving throw against Heat Metal’s damage?
No. Anyone in physical contact with the object takes the 2d8 fire damage automatically. The Constitution save only decides whether a creature holding or wearing it drops it.
What happens if the target can’t drop the object?
If a creature doesn’t drop the object, whether it succeeded on the save or couldn’t let go, it has disadvantage on attack rolls and ability checks until the start of your next turn. Armor can’t be dropped, so the wearer suffers every round.
Can the target just take off its armor?
Not in a fight. Taking off light or medium armor takes a minute and heavy armor takes 5 minutes, while the spell lasts at most a minute.
How much damage does Heat Metal do over a whole fight?
2d8 (9 on average) when you cast it and again each turn you spend a bonus action, for up to 10 rounds. Upcasting adds 1d8 per slot level above 2nd to every instance.
Do I need to see the object every turn?
You need to see it when you cast the spell. The 2014 spell doesn’t require you to see it or be in range to repeat the damage; the 2024 version adds that the object must be within range.
Does Heat Metal work on a creature made of metal?
Only if it’s a manufactured metal object, and a creature isn’t an object. A dropped weapon or discarded shield can be targeted; an iron golem can’t.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
60 feet
Components
V, S, M (a piece of iron and a flame)
Duration
Concentration, up to 1 minute
School
Transmutation
Level
2
Classes
Bard, Druid
Tags
concentration
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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.