Level 2 Transmutation spell available to Bards and Druids. Pick a creature wearing or holding metal and cook it: 2d8 Fire damage with no save on the first cast, then a Bonus Action every turn to do it again. Fail the Constitution save and the target drops its weapon or fights at Disadvantage. It is one of the best single-target spells at this level.
Spell description: Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Concentration spell
- Save: CON save
- Damage: 2d8 Fire
- Conditions applied: Disadvantage on Attack Rolls and Ability Checks. Can be reapplied each turn as a Bonus Action.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Deals an extra 1d8 Fire damage for each spell slot level above the 2nd.
How to obtain Heat Metal
- Bard, Druid at Class level 3
Source item: Scroll of Heat Metal
HEAT METAL
Level 2 Transmutation SpellCause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always receives Disadvantage. If the creature is still touching the metal, you can use a Bonus Action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.
CONDITION: HEATED
Condition: Heated
- Takes 2d8 Fire damage each time the caster re-heats the metal (Bonus Action).
- On a failed Constitution save, the creature drops the held item or has
Disadvantage on Attack Rolls and Ability Checks.
When to cast Heat Metal
The first hit does not get a save. That alone is unusual. Then every turn afterwards you re-heat it for a Bonus Action, another 2d8, and the target either drops what it is holding or takes Disadvantage on everything it does while it burns. Over ten turns that is a frankly rude amount of damage from one slot.
It targets whoever has the most metal on them, which is exactly who you want it on: the armoured knight, the greatsword brute, anything in plate. A heated enemy in full armour is disarmed, Disadvantaged, and burning, and it cannot take the armour off.
It is Concentration, it needs a metal target, and it does nothing to a wolf, an ooze, or a naked cultist. Read the enemy before you cast. Against the right target it wins the fight on its own.
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