Heat Metal spell icon: metal glowing and melting
Icon by Delapouite, CC BY 3.0

Heat Metal 5e spell

2nd-level transmutation (concentration) · 2024 version below

Casting time
1 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
Saving throw
Constitution
Damage type
Fire

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 levelDamageAverage
2nd2d8 fire9
3rd3d8 fire13.5
4th4d8 fire18
5th5d8 fire22.5
6th6d8 fire27
7th7d8 fire31.5
8th8d8 fire36
9th9d8 fire40.5

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

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.

Heat Metal compared with similar spells

SpellHow it compares
Hold Person2nd level: paralyzes a humanoid on a failed Wisdom save, with a new save each turn. Stronger if it lands; Heat Metal never misses.
Moonbeam2nd-level druid spell: 2d10 radiant a turn on a Constitution save in a movable beam. Works on any creature, not just the armored ones.
Flaming Sphere2nd level: 2d6 fire on a Dexterity save that you ram into enemies as a bonus action. Also moves, also needs concentration.
Shatter2nd level: 3d8 thunder in a 10-foot radius, once. Creatures made of metal or stone save with disadvantage.

Classes that can cast Heat Metal

ClassFirst availableSpellcasting ability
Bard spells3rd character levelCharisma
Druid spells3rd character levelWisdom

Heat Metal in the 2024 rules

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.

Other 2nd-level transmutation spells

Other fire spells

Browse: all 2nd-level spells · transmutation spells · fire damage spells · concentration spells