What Burning Hands Does at a Glance
Burning Hands is a first‑level evocation spell in Dungeons & Dragons 5th Edition that creates a spreading flash of fire shaped as a cone. It requires a verbal, somatic, and material component and is frequently chosen by evokers, wizards, and some subclasses that gain early spellcasting. The spell delivers area fire damage to multiple creatures in a single turn, making it efficient for controlling groups of weaker enemies or pressuring clustered parties. Its fixed damage scaling and line of effect rules define when and how you can use it effectively in exploration and combat.
Range, Area, and Line of Effect Rules
Burning Hands has a standard spell range of 15 feet. The spell’s area is a 15‑foot cone originating from a point you choose within range. Because it requires a clear line of effect to the point of origin, you cannot place the cone behind total cover or through solid barriers. The cone extends away from you, so positioning determines which allies or enemies enter the area. Small creatures typically fill roughly a 5‑foot square, which means a 15‑foot cone can intersect three creature spaces at its widest point at the end, shaping how you aim the spell in tight corridors or open rooms.
Casting Time and Duration
Burning Hands is a 1‑level evocation spell with a casting time of 1 action and a duration of instantaneous. Once you choose the point of origin and resolve the saving throws, the effect occurs immediately and does not persist on the battlefield. This makes Burning Hands a single‑pulse tool rather than a sustained area denial spell, so timing your action and choosing your aim point are part of the tactical decision‑making.
Classes That Can Learn Burning Hands
Burning Hands appears on the spell list of several classes, most notably Wizard and several Archetype paths. The availability and progression differ by class and subclass, which influences how early you can access the spell and how often you can cast it per long rest.
| Class | Spell List Inclusion | Notable Subclass Features That Interact |
|---|---|---|
| Wizard | Yes; 1st‑level evocation | School of Evocation Wizard gains stronger damage and improved ability to avoid friendly fire via Potent Cantrip and Evocation Savant |
| Cleric | Available if granted by domain | Forge Domain and Tempest Domain can access Burning Hands early via domain spells |
| Artificer | Available via Specialist origin | Alchemist can deliver the spell via infused items in some builds |
| Sorcerer | Variant Sorcerer features do not list Burning Hands | Typically relies on Wild Magic or Divine Soul for access, if available at all |
Saving Throw, Damage, and Scaling
Targets in the cone must make a Dexterity saving throw. On a failed save, a creature takes fire damage; on a successful save, it takes half damage. The base damage at 1st level is 3d6 fire damage, and the spell scales in one‑level increments up to 5th level, where it becomes 8d6. Because the damage is rolled, average damage is important for planning. At low levels, average damage is modest; at higher levels, the cone’s fixed size means you trade burst for consistency when targeting multiple foes. The fixed cone shape also means you cannot extend or widen it, so benefits like increased damage do not improve area coverage.
Verified Damage and Scaling Table
| Spell Level | Damage Dice | Average Damage | Notes |
|---|---|---|---|
| 1st | 3d6 | 10.5 | Typical first‑level use |
| 2nd | 4d6 | 14 | Incremental scaling |
| 3rd | 5d6 | 17.5 | Improved single‑target burst |
| 4th | 6d6 | 21 | Better multi‑target pressure |
| 5th | 8d6 | 28 | High damage, same area shape |
Metamagic and Spell Attack Considerations
Because Burning Hands requires a Dexterity saving throw, Metamagic options are limited. Quickened Spell can let you cast it on your turn and move afterward, which helps you avoid retaliatory attacks, but it does not change the saving throw mechanic. Twinned Spell cannot target two separate creatures with a cone, and Subtle Spell is useful for stealthier spellcasting. For spell attack rolls, Burning Hands does not require an attack roll; only the saving throw matters. Therefore, spell save DC and your caster level are the primary factors in determining its effectiveness. High spell save DCs make it harder for targets to halve the damage, increasing the spell’s overall impact in tougher encounters.
Tactical Uses and Positioning
Burning Hands excels at hitting multiple enemies that are grouped together, particularly in corridors, doorways, or around cramped terrain. A well‑placed cone can damage several creatures in a single action while potentially allowing you to target the weaker or more threatening ones first. Because the spell is instantaneous, you do not benefit from ongoing effects, but you can combine it with movement, opportunity attacks, or other spells to control space. Using cover and reach advantages can help you enter and exit the cone safely, especially when facing enemies with reach weapons or multiple attackers. In exploration, Burning Hands has limited utility, but it can interact with flammable objects if your DM applies strict environmental rules, so clarifying those expectations at your table is advisable.
Action Economy and Resource Management
Burning Hands uses one spell slot and one action, which makes it efficient for a 1st‑level spell when you need multi‑target damage. Compared to single‑target cantrips like Fire Bolt, Burning Hands trades consistency for burst, since rolls can be low or high. Action Surge, Ready actions, or casting it as a bonus action via Quickened Spell can help you fit it into more tactical sequences. Because the spell is on the spellcasting feature progression of several classes, its slot cost and frequency scale with your level, so tracking your daily uses and planning when to commit to Burning Hands is part of effective resource management.
Rules Interactions and Edge Cases
Several rules interactions are worth noting when using Burning Hands. Line of effect determines whether the cone can be placed; you cannot curve it around corners or through solid obstacles. The spell does not require line of sight to each target, only to the point of origin, which matters in obscured environments. Cover provides normal protection, and half cover reduces damage only if the saving throw succeeds; three‑quarters or total cover blocks the spell entirely for that target. Because the effect is instantaneous, it does not set objects on fire or cause lingering fire, unless your DM rules otherwise. Resistances, immunities, and Dexterity saves interact directly with the damage outcome, so checking creature traits ahead of time can inform positioning and target priority.