Heat Metal
2nd-level transmutation · 2d8 Fire damage, average 9
9 average Fire damage · 2–16
Roll Heat Metal
Press a roll button. The dice land here.
Spell details
- Level
- 2nd-level
- School
- Transmutation
- Casting time
- Action
- Range
- 60 feet
- Components
- V, S, M (a piece of iron and a flame)
- Duration
- Concentration, up to 1 minute
- Classes
- Bard, Druid
- Save
- Constitution
Heat Metal damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 2nd slot | 9 | 2–16 | |
| 3rd slot | 13.5 | 3–24 | |
| 4th slot | 18 | 4–32 | |
| 5th slot | 22.5 | 5–40 | |
| 6th slot | 27 | 6–48 | |
| 7th slot | 31.5 | 7–56 | |
| 8th slot | 36 | 8–64 | |
| 9th slot | 40.5 | 9–72 |
The odds of 2d8
| Total | Chance |
|---|---|
| 6 or more | 84% |
| 9 or more | 56% |
| 13 or more | 16% |
| 15 or more | 5% |
Heat Metal against other 2nd-level damage spells
By average damage on one target, Heat Metal ranks 6th of 11 2nd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Scorching Ray | 6d6 | 21 |
| Mind Spike | 3d8 | 13.5 |
| Shatter | 3d8 | 13.5 |
| Moonbeam | 2d10 | 11 |
| Acid Arrow | 4d4 | 10 |
| Heat Metal | 2d8 | 9 |
| Phantasmal Force | 2d8 | 9 |
| Flaming Sphere | 2d6 | 7 |
| Shining Smite | 2d6 | 7 |
| Spike Growth | 2d4 | 5 |
| Web | 2d4 | 5 |
Rules text
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 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.
At higher levels. The damage increases by for each spell slot level above 2.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.