Spells

Heat Metal

Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.

Level
2
School
Transmutation
Casting Time
Action
Range
18 m
Components
Verbal · Somatic
Damage Type
Fire
Saving Throw
Constitution
Property
Concentration

Additional rule: 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.

At a Higher Spell Slot

Deals an additional 1d8 Fire damage per level.

Classes that learn this spell