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D&D 5E Heat Metal Spell. Unfair to Heavy Armor Wearers?

Mistwell

Crusty Old Meatwad (he/him)
In a world where no one bothers to run away because "it is so hard and you get cut down anyway," apparently the secret to getting away easily is casting heat metal. :ROFLMAO:
Again, no reason for snark in a thread like this. It's hard to run away in the middle of a battle where things are going south on you. It's not hard to run away if you ambushed someone and then immediately ran during the surprise round. Those are completely different types of scenarios. And while I always do appreciate highlighting the "this game makes it hard to run away" issue, I don't think that issue is related to this one given the way this spell is built requiring to range or line of sight after casting. You can literally cast the spell on round one, teleport away on round two (or be dimension doored out by someone else on round one) and you're done.
 

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Oofta

Legend
You created a scenario in which it was cast from ambush and the caster gets away immediately. that is what i meant by an unfair scenario and lack of agency. In my experience, context liek that only happens when GMs decide they are out to get a PC and so it wouldn't matter if it was heat metal, a poison arrow or dominate: it isn't the attack that is unfair, it is the setup.

What heat metal does with its particulars is force PCs to change tactics immediately. That is an unqualified good thing in a game in which combats way too often became rote and inevitable after a couple of rounds.
The problem I have is it's use against NPCs. Have an NPC in armor? This is the go-to spell. Its boring.

Top it off with it's just one more reason to never play a high strength/heavy armor PC. They're penalized enough, no reason to dog pile on yet one more penalty.
 



1) "Unfair" is probably a strong word. I do agree that it's weird that a 2nd level spell can one-shot a CR 5 humanoid soldier/knight type just by running away and kiting.

2) I do allow for some counters to the spell. Applying water or some other cooling agent will suppress the damage for 1 round. So simple submersion will stop the damage, if it's expedient. I also allow the control flames cantrip to halt the damage, again for 1 round. So repeated casting can also stop the damage.

3) I do agree with the assertion that heavy armor wearers are already at a general disadvantage; for that reason, I don't have NPCs use the spell against PCs.
Following on this, I would quibble with "one shot" as I would expect a number of arrows or other missile weapons to be headed the druid's way. But, yes, a similarly leveled fighter better have some friends in this situation.

I, too, would allow a bucket of water per round keeping the armor cool to counter the spell. This would have the benefit of pinning the character next to a horse trough, if not actually laying in it. Which, really, would be funny.

Given that I don't have counterspell in my game, an appropriate 2nd level water or ice spell could counter it as well. But that's a home rule.
 

CleverNickName

Limit Break Dancing (He/They)
In my campaign, I allow non-metallic materials for armor...things like chitin, ironwood, scales, and amber, just to name a few. Not only does it give the druid more variety in their equipment, it also pumps the brakes a bit on spells like Heat Metal.

If the Heat Metal spell is causing problems at your table, maybe this could help?
 


Mistwell

Crusty Old Meatwad (he/him)
I'm still waiting to find out if fireball is unfair to characters not proficient in Dex saves.
Not sure why a whataboutism is called for here? Whether or not another spell is fair or not isn't really relevant to whether this spell is fair or not, right? But hey, start a thread about fireball if you really want answers to that.
 

ECMO3

Hero
Heat Metal is a 1 action casting 2nd level concentration spell which damages someone holding or wearing a manufactured metal object.

It has a range of 60 feet. Which will be relevant to this conversation.

It does 2d8 fire damage each round the caster uses a bonus action to cause that damage. It lasts for up to 1 minute. So over 10 rounds that's about 90 HP damage.

The spell is frequently cast on PCs wearing heavy armor. Heavy armor cannot be removed within the 10 rounds, even with help. There is no save to avoid this damage for armor you're wearing (there is only a save to hold onto a weapon rather than drop it.)

Here's the key: The spell does not specify you need line of sight, or need to stay within range, during the duration. And the rule for that kind of spell in the Player's Handbook is, "Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise." There are some spells which do include in the description that it ends if you move out of range, such as Witch Bolt which says, "The spell also ends if the target is ever outside the spell’s range or if it has total cover from you." But spells like Heat Metal don't include that kind of description and are similar to the Sleep spell where, once cast, you just stay asleep even if the caster leaves line of sight or range.

Which means a caster can just cast this spell on someone in heavy armor and just run away. As long as they expend a bonus action every turn while they flee, the target will eventually take 90 HP damage from this second level spell. They could even teleport away. I think they could even go to another plane of existence and the still would continue to do the damage for the full minute?

The reason I think the spell might be unfair is because it's particularly damaging to PCs in heavy armor. Yes, of course it could be used by a PC on a foe, but the odds of running into a foe in heavy armor is typically pretty low. Most casters who can prepare the spell, choose not to because they go too many days without being able to use the spell as effectively as other second level spells.

Which means this spell is more often used by enemy spellcasters. And it's most often used by them against PCs with heavy armor, if they're around, because they cannot remove that armor in time to avoid any damage.

It's already not particularly optimal for a PC to wear heavy armor given its cost, strength requirement, speed reduction, stealth reduction, fact that you can't easily wear it while long resting, etc. Players who make PCs with heavy armor are often already doing it for aesthetics and could have possibly made a slightly more effective PC focused on Dex instead (even if it's just a 14 Dex and medium armor). This spell is often, by the circumstances of actual play, likely punishing those heavy armor Strength based PCs further for being a Str based PC in heavy armor. And I don't like that.

How do others find this spell to be in their games?
Dispel magic works against it, fire resistance helps a lot and the damage is slow to build so a cleric fighting it with healing spells will usually stay ahead of it.

Finally it is concentration so if you can attack the caster you can try to make him break (assuming he does not teleport away like you said)

It is an awesome spell. I can't say it is commonly cast on PCs though, I have never had it cast on a PC I was playing. I had a character who did cast it on a flying metal construct once. The construct was supposed to attack and fly off and ended up flying off and I kept damaging him every turn.

Also it is not just metal armor it works on but anything metal, so you ncan use it on studded leather or on the straps to a backpack, or on a belt buckle. People in heavy and medium armor have the disadvantage that they can't use an action to just take it off, but it is not like they are the only targets.
 

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