Heat Metal clarification

Post/Author/DateTimePost
#1

Coredump00

Oct 08, 2014 23:13:15

 

If the target fails a Con Save, it must drop the item.  If it doesn't drop the item (or can't) then it had disad on attacks.

 

What if it passes the Con save.... it *can* keep the item, but does that still cause Disad on the attack rolls?

 

 

#2

lawrencehoy

Oct 08, 2014 23:47:18

Yes, that is what the Disadvantage is referring to: when the target succeeds on the Saving Throw (doesn't drop the item) or can't drop the item.

#3

Coredump00

Oct 09, 2014 8:06:10

That is how I read it at first... but looking back I wasn't sure...  It could be read that everything following the Con Save is negated if the save is made...

 

 

Okay, so if the Disadv will still apply, doesn't this make a simple 2nd lvl spell one of the most powerful in the game?  Any target with metal armor is guaranteed to have their martial effectiveness cut in half, *and* take decent damage.

 

 

#4

mellored

Oct 09, 2014 9:16:25

Coredump00 wrote:
#5

dwgautier

Oct 09, 2014 20:03:41

Against the 11th level fighter with 3 attacks and still hasnt used his action surge that is wearing plate armor, it basically takes him out of the fight.  No save if you target armor.  The save is only if you target a weapon.

#6

ZyloSnarf

Oct 09, 2014 23:46:41

Coredump00 wrote:
#7

Undrhil

Oct 10, 2014 0:24:11

That's not how I read Heat Metal.

 

The target must succeed on a Constitution saving throw or drop the object.  This isn't saying they have have to fail the save to drop the object, it's saying they can either make the saving throw or drop the object.  They choose.  In the event that they cannot drop the object (for instance, they are wearing it) then they *have* to succeed on the saving throw.  If not, then Disadvantage ensues.  If they succeed, then the disadvantage is negated for that round.

#8

lawrencehoy

Oct 10, 2014 4:09:29

Undrhil wrote:
#9

mellored

Oct 10, 2014 6:11:02

Just as an FYI: 

Magic missile in a level 2 slot will deal 4d4+4 = 14 damage. vs heatmetals 9.

At level 3, fireball does 4d6 = 14 on a miss vs heat metals 13.5.

 

So the main feature is disavantage not damage.  At least untill you lose concentration.

(Reply to #7)

Timborama

Undrhil wrote:
#11

mellored

Oct 10, 2014 6:32:02

You must succed on a Con save to HOLD the object.  Otherwise you drop it.

You get disvantage if you do not drop it, either way.

 

 

That said, i just noticed the components requires a flame.  I don't know if componet pouches come with those.  You could use a focus though.

(Reply to #9)

Coredump00

mellored wrote:
#13

mellored

Oct 10, 2014 7:51:20

Coredump00 wrote:
(Reply to #13)

Coredump00

mellored wrote:
#15

mellored

Oct 10, 2014 9:50:50

3 (cleric, fighter, paladin) of the 12 classes (1/4) have heavy armor.  And clerics have spells to fall back on.

 

So... it works against 1/6th of the classes.

 

In my campaign, i don't think i've seen any enemy in heavy armor.  Fur and claws, undead, spell casters, maybe it could of worked on some of the kobolds but dead > disvatange.

Would of been nice to disarm a gnoll, but he could simply drop the weapon and use his claws.

Oh they did fight animated armor and weapons...  i would of ruled the damage worked, but not the disvantage.

 

So yea, it would of been a bad choice so far in my campaign.

 

Overall, i would rate it blue.  Good, but niche.

#16

Direach

Oct 10, 2014 12:07:26

If you use Heat Metal on an iron golem, do you just get a dangerously hot golem?

(Reply to #16)

Coredump00

Direach wrote:
(Reply to #15)

Coredump00

mellored wrote:
(Reply to #10)

Undrhil

Timborama wrote:
#20

paulstrait

Oct 10, 2014 21:51:12

mellored wrote:
#21

Sutekh1

Oct 13, 2014 18:32:01

yes this is not overly complicated as some other rules discussions.
 

"If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constituion saving throw or drop the object if it can."

in the earlier descriptive part of the spell, "you cause the object to glow red-hot." the CON save is to continue holding the item under the extreme pain. fail the save and you have to drop the red-hot item, unless of course you are wearing it and can't.

the following rule is indepenent of the constition save; it only cares about if you are still in contact with the item or not:

 

"If it doens't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn."

basically if you are trapped in red-hot armor, or using all your willpower (represented by a successful CON save) to hold a searing item and not drop it, you are going to have disadvantage on attack and skill rolls! The only way you can actually continue to hold an item (besides not being able to drop it as in worn armor) is to have succeeded in the CON save. So "If it doesn't drop the object [CON save]", you will have disadvantage.  I am sure druid's find this just revenge for not being capable of wearing metal armor. but sadly a few smacks to the druid casting will likely break concentration haha.

#22

FluffyBunbunKittens

Oct 14, 2014 0:24:29

An extra weirdness to the spell as written is that the target can drop their weapon/item, and then pick it up again on their turn, in order to not suffer from the disadvantage.

 

But yeah, it's horribly effective against metal armor (presumably metal skin, too). Still, you could also have Hold Person at that level, and this at least has requirements beyond Wis save.

(Reply to #22)

Timborama

FluffyBunbunKittens wrote:
#24

dwgautier

Oct 14, 2014 7:02:38

FluffyBunbunKittens wrote:
#25

E-Tallitnics

Oct 14, 2014 10:30:42

Direach wrote:
#26

GentlemanLoser

Oct 14, 2014 10:30:53

Moon Druid;

 

Round 1: Cast Heat Metal, use Bonus action to shift into Polar Bear (or other) Wild Shape.

Round 2+: Multiattack.  Use Bonus action to keep HM going.

 

Druids make me a sadpanda.