I know the spell. I told you. Two attacks with a longsword from one hand will do more damage than that.
4d8 for ten turns is on average 180 damage. For one bonus action, total. Two one-handed longsword attacks even at +5 assuming you never miss is 19 damage average. If they want to keep doing that they will have to expend their action every single turn. I have no clue why you assume the wizard is going to just take a coffee break after applying heat metal instead of using their actions to deal further damage every turn it’s active. The wizard wins out massively.
I have no idea what you’re smoking but I want some too.
(Minor correction, wizards have no access to heat metal. It’s only available to druids, rangers, and bards. But at level 7 wizards have access to Conjure Minor Elementals, which can summon 4 magma mephits and they each have one daily casting of heat metal.)
Yep. While the bard-sorcerer maintains that level 4 heat metal, they can also do 2d10/turn with fire bolts if they don’t want to expend additional spell slots. Also assuming that all of those hit, that’s 110 additional damage beyond the 180 from the heat metal.
4d8 for ten turns is on average 180 damage. For one bonus action, total. Two one-handed longsword attacks even at +5 assuming you never miss is 19 damage average. If they want to keep doing that they will have to expend their action every single turn. I have no clue why you assume the wizard is going to just take a coffee break after applying heat metal instead of using their actions to deal further damage every turn it’s active. The wizard wins out massively.
I have no idea what you’re smoking but I want some too.
(Minor correction, wizards have no access to heat metal. It’s only available to druids, rangers, and bards. But at level 7 wizards have access to Conjure Minor Elementals, which can summon 4 magma mephits and they each have one daily casting of heat metal.)
Yep. While the bard-sorcerer maintains that level 4 heat metal, they can also do 2d10/turn with fire bolts if they don’t want to expend additional spell slots. Also assuming that all of those hit, that’s 110 additional damage beyond the 180 from the heat metal.