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 above 2nd.
In the opinion of some players and DMs, Heat Metal is an incredibly useful spell that can turn the tide of battle in certain situations. Its ability to cause ongoing damage to a target wearing metal armor or wielding metal weapons makes it particularly effective against heavily armored opponents, but it can also be used to disable an enemy's equipment or cause distractions. Additionally, the spell's concentration requirement means that players must weigh the benefits of continuing to cast it versus using their concentration for other spells or abilities. However, others may find the spell situational and not worth the spell slot, particularly in campaigns where the enemies do not frequently wear metal armor or use metal weapons. Ultimately, the usefulness of Heat Metal will depend on the specific circumstances of each encounter.
Heat Metal is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Heat Metal Pathfinder edition. Want to use Heat Metal in a VTT (virtual tabletop)? Try out SendingStone for free today!
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