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Fire set: Difference between revisions

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|{{MdRarityItem|Helldusk Boots}}
|{{MdRarityItem|Helldusk Boots}}
|[[Footwear]] ([[Footwear#Non-Armour|Non-Armour]])
|[[Footwear]] ([[Footwear#Non-Armour|Non-Armour]])
|'''Hellcrawler:''' Teleport to an area and deal {{DamageText|2d8|Fire}} damage where you land. The impact blast spreads in a 3m / 10ft zone.
|{{SpellAction|Hellcrawler}}
{{Passive|Steadfast}}
{{Passive|Infernal Evasion}}
|-
|-
|{{MdRarityItem|Cindermoth Cloak}}
|{{MdRarityItem|Cindermoth Cloak}}

Revision as of 16:20, 27 October 2024

The Fire Set is a set of equipment that deals Damage TypesFire damage and inflicts the Burning Burning condition. Synergizes with items from the Heat Set, which are not duplicated here. It consists of the following pieces:

Fire Set
Name Type Effect
Exterminator's Axe Weapons (Greataxe)
Scourge of Pests
Deals an additional 1d6Damage TypesFire damage to Plants, Myconids[See Notes], and Small creatures.
Everburn Blade Weapons (Greatsword)
  • Deal an additional 1d4Damage TypesFire damage.
Firestoker Weapons (Hand Crossbow)
Burned Alive
Deals an additional 1d4Damage TypesSlashing damage to Burning Burning targets.
Hellfire Hand Crossbow Weapons (Hand Crossbow)
Hellstalker
Possibly inflict Burning Burning when attacking while Hiding Hiding or Invisible Invisible.
Scorching Ray Scorching Ray ()
Cast as a level 3 spell ( Recharge: Long rest.)
Dragon's Grasp Weapons (Handaxe)
Burned Alive
Deals an additional 1d4Damage TypesSlashing damage to Burning Burning targets.
Skybreaker Weapons (Light Hammer)
Searing Smite Searing Smite ()
Cast as a level 1 spell ( Recharge: Long rest.)
Gold Wyrmling Staff Weapons (Quarterstaff)
  • Deal an additional 1d4Damage TypesFire damage.
Fire Bolt Fire Bolt ()
Cast as a cantrip at will.
Incandescent Staff Weapons (Quarterstaff)
Fire Bolt Fire Bolt ()
Cast as a cantrip at will.
Fireball Fireball ()
Cast as a level 3 spell ( Recharge: Long rest.)
Staff of a Mumbling Wizard Weapons (Quarterstaff)
Firebolt? Firebolt? ()
Cast as a cantrip at will. Has a 1/20 chance to cast Fireball Fireball instead.
Rupturing Blade Weapons (Rapier)
Searing Blood Searing Blood ()

Cut into an enemy, dealing an extra proficiency bonusDamage TypesFire and 1d6Damage TypesFire damage to them, while you yourself take 1d6Damage TypesSlashing damage. Additionally, the attack might cause the target to Bleed Bleed and Burn Burn.

Kurwin's Cauteriser Weapons (Scimitar)
Cauteriser
Deals an additional 1d4Damage TypesFire. On a hit, the target starts Burning Burning unless it succeeds a Constitution Saving throw.
Scimitar of Cinder Weapons (Scimitar)
  • Exploit only.
  • Deal an additional 1d6Damage TypesFire damage.
Scorching Strike Scorching Strike ()

Lash out with a blazing strike and possibly Burn Burn your target.

Azer Warhammer Weapons (Warhammer)
  • Exploit only.
  • Deal an additional 1d6Damage TypesFire damage.
Overheat Overheat ()

Release a fraction of your inner fire. All nearby creatures take damage and start Burning Fiercely Burning Fiercely.

Shield of Scorching Reprisal Shields
Shield Blow Shield Blow ()

When a foe hits you with a melee attack, you can use your reaction, to knock it Prone Prone unless they succeed a Dexterity saving throw.

Blazing Retaliation Blazing Retaliation ()

Huddle behind your shield to increase your Armour Class Armour Class by 1 and reap scorching retaliation upon attacks who miss you.

Helldusk Helmet Headwear (Non-Armour)
Immolating Gaze Immolating Gaze ()
Sear and Frighten Frighten a target with nothing but your glower. ( Recharge: Short rest.)
Infernal Sight
You can see in magical and ordinary darkness up to a range of 12 m / 40 ft. You cannot be Blinded Blinded.
Magical Durability
The wielder has a +2 bonus to Saving throws against spells.
Circlet of Blasting Headwear (Non-Armour)
Scorching Ray Scorching Ray ()
Cast as a level 2 spell ( Recharge: Long rest.)
Hat of Fire Acuity Headwear (Non-Armour)
Fire Acuity
Whenever you deal Damage TypesFire damage, you gain Arcane Acuity Arcane Acuity for 2 turns.
Pyroquickness Hat Headwear (Non-Armour)
Fiery Return
When you deal Damage TypesFire damage with a non-cantrip spell, you Burn Burn yourself and gain an additional Bonus action this round.
Obsidian Laced Robe Clothing
Flaming Revenge
On a successful Saving throw against a foe's spell, deal 1d4 + proficiency bonusDamage TypesFire damage to them.
Infernal Robe Clothing
Fire Shield: Warm Fire Shield: Warm ()
Cast as a level 4 spell ( Recharge: Long rest.)
Emblazoned Plate of the Marshal Armour (Heavy Armour)
Fire Shield Fire Shield ()
Cast as a level 4 spell ( Recharge: Long rest.)
Magical Plate
All incoming damage is reduced by 2.
Endurance by Fire
You have Resistance to Damage TypesFire damage and a +2 bonus to Saving throws.
Flawed Helldusk Armour: Armour (Heavy Armour)
Lesser Infernal Retribution
When you are hit by a foe within 2 m / 7 ft, it might take 1d4Damage TypesFire damage.
Superior Plate
You take 1 less Damage TypesPiercing damage.
Helldusk Armour Armour (Heavy Armour)
Fly (bonus action) Fly ()
Cast as a level 3 spell ( Recharge: Long rest.)
Helldusk Armour
You are considered Proficient with this armour while wearing it.
Infernal Retribution
When you succeed a Saving throw, the caster receives Burning Burning for 3 turns.
Prime Aegis of Fire
You have Resistance to Damage TypesFire damage and cannot be Burned Burned. You take 3 less damage from all sources.
Flame Enamelled Armour Armour (Medium Armour)
Fire Shield: Warm Fire Shield: Warm ()
Cast as a level 4 spell ( Recharge: Long rest.)
Seldom Caught Unawares
You gain a +2 bonus to Initiative rolls Initiative rolls.
Endurance by Fire
You have Resistance to Damage TypesFire damage and a +2 bonus to Saving throws.
Flawed Helldusk Gloves Handwear (Non-Armour)
Lesser Infernal Touch
Your weapon attacks deal an additional 1d4Damage TypesFire damage. Your unarmed attacks deal an additional 1d4Damage TypesNecrotic damage, and can possibly inflict Bleeding Bleeding.
Gloves of Cinder and Sizzle Handwear (Non-Armour)
Scorching Ray Scorching Ray ()
Cast as a level 3 spell ( Recharge: Long rest.)
Dragonfire Fists
Your unarmed attacks deal an additional 1d4Damage TypesFire.
Gloves of Flint and Steel Handwear (Non-Armour)
  • Inaccessible via normal gameplay; requires third-party tools to access.
Hot Little Hands
When the wearer deals Damage TypesFire damage, the target has to succeed a Constitution Saving throw or start Burning Burning.
Helldusk Gloves Handwear (Non-Armour)
Rays of Fire (Cantrip) Rays of Fire ()
Cast as a cantrip ( Recharge: Short rest.)
Infernal Acuity
You gain +1 bonus to Spell Attack Rolls[See Notes] and Spell Save DC.
Infernal Touch
Your weapon attacks deal an additional 1d6Damage TypesFire damage. Your unarmed attacks deal an additional 1d6Damage TypesNecrotic damage, and can possibly inflict Bleeding Bleeding.
Helldusk Boots Footwear (Non-Armour)
Hellcrawler Hellcrawler ()
Teleport to an area and deal 2d8Damage TypesFire damage where you land. The impact blast spreads in a 3m / 10ft zone. ( Recharge: Short rest.)
Steadfast
You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain Difficult Terrain.
Infernal Evasion
When you fail a Saving throw, you may use your Reaction to succeed instead.
Cindermoth Cloak Cloaks Inflicts Burning on any foe within 2m / 7ft that damages the wearer.