Spell spotlight: Heat Metal
Heat metal is a very fun druid spell that is a highly versatile yet highly situational spell.
Range 60 feet, 1 action casting time, concentration up to 1 minute
Choose a manufactured metal object that you can see that glows red hot. Any creature in physical contact with the object takes 2d8 fire damage, and until the spell ends you can use your bonus action on subsequent turns to deal this damage again. If the creature is holding or wearing the object they must make a constitution saving throw or drop the object if they can. Damage increases with 1d8 for each slot level above 2nd.
This is the beauty of the spell, 2d8 fire damage minimum. No save, no way to avoid, and as long as your enemy is in contact with the object you can keep dealing that damage. Strike fear into the hearts of any city guards or evil knights foolish enough to even think about wearing armour or holding weapons in your vicinity.
Unfortunately it’s also a highly situational spell, if your enemy isn’t wearing or holding something manufactured metal it’s useless. Armour and weapons are the most obvious targets, but don’t be afraid to ask your DM whether piercings are a thing. Are they wearing jewelry? Does that minotaur have a septum piercing? If it’s a hound, is wearing a collar? A chain? Get creative!
It could also be used out of combat, though how may be up to each individual DMs discretion. Perhaps it can be used to soften the metal of a lock so it’s easier to break. Or as my own druid used it once, to set off a bomb underwater by heating the metal casing containing the explosives. (I do not necessary recommend this as the 60 feet range means you will be within the blast radius and it will hurt.)
Go forth and make society regret ever inventing metallurgy