Fire in the hole
From low-level embers singing a single target to a tumultuous explosion that involves the entire battlefield, Fire Magic has a wide range of potential impacts on D&D. In this article, we will analyze some of the best fire spells available in 5E and highlight their uses, strengths and potential drawbacks.
1. fireball
Third Level Evocation
Source: Player's Handbook
5e damage and fire spell gold standard. The Fireball is purposefully designed to be overwhelmed by the 3-level slots, dealing 8d6 fire damage in a 20-foot radius. It is a major option for sweeping out large groups of enemies with a 150-foot range and a large AOE.
Action economy is top notch. Because a single action can affect many targets, with no continuous effect and can unleash it without focus. Note that blasts can easily hit unintended targets, so use it around allies.
It is optimized for magicians using metamagics (particularly careful spells and spells given to power) and wizards who can carve spells to avoid allies.
2. Fire wall
Fourth level evocation
Source: Player's Handbook
This spell offers incredible battlefield control and consistent damage.
It can form walls up to 60 feet long. This allows you to deal 5d8 fire damage to anyone crossing or finishing a wall turn.
With a one-minute period and concentration, the wall wall controls enemy movements and also serves as a source of continuous damage while creating choke points.
Druids, magicians and wizards all make good use of this spell.
3. Summoning Elemental
Fourth Level Conjuration
Source: Tasha's Cauldron of Everything
With Summon Elemental, you can recall a fire elemental that can damage a fire and absorb a considerable amount of damage thanks to its resistance.
Though it doesn't do as much damage as other fire spells, elementals can absorb hits and attract the attention of enemies, making them the perfect option for crowd control.
The action economy here is stronger due to the extra body on the field, but requires concentration and no significant burst damage.
4. Heated metal
Second Level Conversion
Source: Player's Handbook
Heat metal is a staple of bards, druids and craftsmen when facing enemies with metal armor or holding metal weapons. It deals 2d8 fire damage on your first hit, allowing you to continue handling damage as a bonus action for each turn, providing an exceptional action economy.
Importantly, there are no saves to avoid damage early or after the turn. This is particularly effective against armored targets.
Additionally, it can force targets to detrimental weapons or attacks, providing tactical control.
5. A flock of meteors
9th level evocation
Source: Player's Handbook
Tactical Nuclear D&D version. Meteor Swarm deals 20d6 fire damage and 20d6 BL lol damage, hitting four separate 40ft radius areas. Perfect for exploiting large groups and destroying powerful enemies within a mile range.
6. Hell's responsibilities
First level of evocation
Source: Player's Handbook
As a response spell, hell's rebel stands out at its unique timing, allowing the Warlock to fight back after being hit. The first scales the damage caused by a 2d10 fire at 1d10 at each level above the first.
Reaction-based spells are rare and this is especially valuable to maximize the action economy. It requires the attacker's vision, but it can be a powerful deterrent against melee attackers.
7. Burnt ray
Second level of evocation
Source: Player's Handbook
Scorching Ray deals 6d6 fire damage at level 2, spreading into three rays.
Each ray requires a separate spell attack roll, offering multiple chances to get serious hits, but also increasing the chances of missing attacks.
Its versatility lies in its ability to concentrate all rays on one target or spread them over multiple enemies.
8. Burning hands
First level of evocation
Source: Player's Handbook
Classic low-level AOE spelling, Burning Hands deals 3D6 fire damage with a 15-foot cone. That action economy is decent, attacking multiple enemies with a single action, but close range puts it at risk. It is most commonly used against weak enemies. As casters gain levels, the burning hand is less effective compared to high-level AOE options.
9. Firebolt
Arousing Can Trip
Source: Player's Handbook
Fire Bolt is a shooting-based Cantrip that handles 1d10 fire damage at range and scales up to 4D10 at level 17. As a range of spell attacks, you can benefit from a higher critical hit potential and combine it with other features, such as the empowered trigger of the Arousing Wizard. However, fires are one of the most commonly resisted damage types, so consider alternative damage types against enemies.
10. A fiery sphere
Second Level Conjuration
Source: Player's Handbook
The fiery sphere combines battlefield control with ongoing damage. The sphere moves as a bonus action, dealing 2d6 fire damage to colliding creatures. The continuous nature of the area makes it ideal for controlling the battlefield and for repeated damage or damage to enemies. However, focus and positioning is required to optimize damage output.