Create Bonfire
2014 Rules
- Level & School
- Conjuration cantrip
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Artificer, Druid, Sorcerer, Warlock, Wizard
- Source
- Xanathar's Guide to Everything
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
Cantrip Upgrade. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).
Create Bonfire 5.5e 2024 vs. 5e 2014 edition differences
Create Bonfire is currently only available in the 2014 edition.
How popular is Create Bonfire in 5e?
Create Bonfire is the #38 most popular cantrip (of 49) and the #27 most picked Wizard cantrip (of 32).
Among cantrips, Create Bonfire ranks just below Shape Water and just above Control Flames in popularity.
- #143 (of 580) most popular 5e spell
- #38 (of 49) most popular cantrip
- #27 (of 32) most picked Wizard cantrip
- #17 (of 20) most picked Warlock cantrip
- #27 (of 31) most picked Sorcerer cantrip
- #20 (of 22) most picked Druid cantrip
- #22 (of 24) most picked Artificer cantrip
Read about how this popularity data is calculated and see Create Bonfire visualized with all 5e spells.
Spells similar to Create Bonfire
Wall of Fire 4th-level evocation
This is a higher-level version of using sustained fire to divide the battlefield and punish creatures entering a dangerous area.
Players prefer Wall of Fire over Create Bonfire
Call Lightning 3rd-level conjuration
Both use concentration to maintain repeatable ranged damage while shaping where enemies can safely move.
Players prefer Call Lightning over Create Bonfire
Spike Growth 2nd-level transmutation
It rewards controlling enemy movement with a persistent damaging hazard, particularly for druids and rangers.
Players prefer Spike Growth over Create Bonfire
Heat Metal 2nd-level transmutation
The spell delivers ongoing fire damage through concentration and shares artificer and druid access.
Players prefer Heat Metal over Create Bonfire
Cloud of Daggers 2nd-level conjuration
A small stationary area of recurring damage makes this a close tactical counterpart despite its different damage type.
Players prefer Cloud of Daggers over Create Bonfire
Flaming Sphere 2nd-level conjuration
It creates a persistent fire hazard at range that can damage creatures occupying or approaching its space, with especially strong class and school overlap.
Players prefer Flaming Sphere over Create Bonfire