Wall of Fire is a 4th-level offensive control spell. It is found in the Druid, Sorcerer, and Wizard spell lists.
Wall of Fire protects those who respect it yet burns those who tread too close.
Unleashing the power of flames upon your enemies incinerates their flesh and obstructs their path with a raging fire.
The Player’s Handbook states the following:
- Wall of Fire 5e
- Which Classes Can Pick Wall of Fire?
- Is Wall of Fire Good in 5e?
- Advantages – Wall of Fire
- Disadvantages – Wall of Fire
- Spells Similar To Wall of Fire
- How Should I Use Wall of Fire?
- Frequently Asked Questions
- Final Thoughts
Wall of Fire 5e
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (one small piece of phosphorus)
Duration: Concentration, up to 1 minute
You can form a wall of fire on a solid surface within the range.
You can choose to make the wall up to 60 feet long, 1 foot thick, and 20 feet high, or you can form a ringed wall of up to 20 feet in diameter, 1 foot thick, and 20 feet high. The wall stands opaque and lasts for the duration.
Each creature within this area must make a Dexterity saving roll when the wall appears.
On a failed save, a creature will take 5d8 fire damage, or only half as much if the save is successful.
One side of the wall, chosen by you, deals 5d8 fire damage to every creature that will end its turn within 10 feet of that side or inside the wall.
A creature will take the same damage when it enters the wall for the first time on a turn or ends its turn there.
The other side of the wall doesn’t deal damage.
At Higher Levels: When you cast Wall of Fire using a 5th-level spell slot or higher, the damage will increase by 1d8 for each spell slot level above the 4th.
Which Classes Can Pick Wall of Fire?
Traditional classes like the Druid, Sorcerer, and Wizard freely unlock Wall of Fire.
All three classes unlock their 4th-level spell slot at level 7 and can use this spell.
Subclasses such as the Light Domain (Cleric), Forge Domain (Cleric), The Fiend (Warlock), The Celestial (Warlock), and Artillerist (Artificer) all have Wall of Fire on their spell lists.
The Light Domain (Cleric), Forge Domain (Cleric), The Fiend (Warlock), and The Celestial (Warlock) can use this spell at level 7. The Artillerist (Artificer) can only use this spell at level 13.
Is Wall of Fire Good in 5e?
Wall of Fire is a powerful offensive spell with a high damage output. However, it shines against a group of enemies as it has a sizeable affected range.
Advantages – Wall of Fire
Large Affected Area
Wall of Fire has an effective range of 120 feet, but that is only its casting range. The impressive range is the length of its walls and players’ options when casting it.
If you are surrounded by enemies, casting it as a ringed wall with a diameter of 20 feet (20 feet high and 1 foot thick) will stop most enemies from trying to enter your area.
If the enemies are coming from one direction, casting it as a wall 60 feet long (20 feet high and 1 foot thick) will have enemies thinking twice before attacking your party.
Incredible Damage Output
Wall of Fire deals at least 5d8 Fire damage to enemies who enter the wall for the first time.
Note: You can select one side of the wall that will deal damage to enemies within 10 feet of the other side of the wall.
The crazy part is that if enemies have obscured movements or can only move up to 10 feet away from the wall, they’ll also take damage (5d8 Fire).
In the end, enemies can take up to 10d8 Fire damage the first time they enter the wall.
Disadvantages – Wall of Fire
Players can have their concentration spells canceled by taking damage or losing focus.
Be sure you aren’t being targeted by enemies or focusing on too many things at once. Having a high-level control spell canceled could end in disaster.
Spells Similar To Wall of Fire
There are many wall spells in D&D. The ones closest to Wall of Fire are probably Blade Barrier, Wall of Thorns, and Prismatic Wall.
How Should I Use Wall of Fire?
Blocking Enemy Advancement
Enemies have many ways to approach your party, the most common being to all attack from one direction.
However, Wall of Fire will calm everyone’s nerves if they surround you.
If you choose the damaging side inside the wall, it will deal an extra 5d8 Fire damage (if they aren’t more than 10 feet away).
The trick is that they can’t be more than 10 feet away since that’s where your party will be.
Every time they try and attack, all your frontline needs to do is push them back into the wall’s range.
If your party is overrun, casting Wall of Fire can slow the movements of the enemies chasing you.
They’ll be too afraid to cross the wall, giving your party a chance to counterattack as they pass through it (after they took damage), taking out any low HP enemies first.
You would’ve essentially turned a battle only using one spell!
Frequently Asked Questions
Does Wall of Fire Deal Damage Twice 5e?
A creature will take damage when it enters the wall for the first time on its turn and when it starts its turn there. The other side of the wall will not deal any damage.
Can You Walk Through Wall of Fire 5e?
If you wish, you can walk through the wall. Just be careful, as one side will deal damage while the other won’t (just don’t end your turn within 10 feet of the damaging side, as it will also damage you).
Can You Twin Wall of Fire?
While it is possible to cast two Walls of Fire (by two different mages), the spell doesn’t target a creature; it targets an area. Therefore, as cool as it would’ve been, you can’t twin Wall of Fire.
Wall of Fire is one of those spells that can completely change the course of a battle. It provides utility and deals damage to surrounding enemies.
It also doesn’t have high requirements and has decent upscaling.
There isn’t much this spell’s missing except maybe being able to roast marshmallows; that’s something any spell needs!