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Heat Set

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The Heat Set is a set of equipment that helps the user with the Heat Heat condition. It consists of the following pieces :

Heat Set
Name Type Effect
Dragon's Grasp Weapons (Handaxe) Burned Alive: Deals an additional 1d4Damage TypesSlashing damage to Burning Burning targets.
Gold Wyrmling Staff Weapons (Quarterstaff)
  • Deal an additional 1d4Damage TypesFire damage.
  • Gain access to the Fire Bolt Fire Bolt cantrip.
Hellfire Greataxe Weapons (Greataxe) Thermodynamo : Whenever you deal damage with this weapon, you gain 2 turns of Heat Heat.
Incandescent Staff Weapons (Quarterstaff)
Skybreaker Weapons (Light Hammer) Searing Smite Searing Smite: Cast as a level 1 spell ( Recharge: Long rest).
Staff of a Mumbling Wizard Weapons (Quarterstaff) Gain access to the cantrip Firebolt? Firebolt?.
Thermodynamo Axe Weapons (Battleaxe) Thermodynamo : Whenever you deal damage with this weapon, you gain 2 turns of Heat Heat.
Shield of Scorching Reprisal Shield Blazing Retaliation: Huddle behind your shield to increase your Armour Class Armour Class by 1 and deal 1d6Damage TypesFire when a creature misses you ( Recharge: Short rest).
Helldusk Helmet Headwear (Non-Armour) Immolating Gaze Immolating Gaze: Sear and Frighten Frighten a target with nothing but your glower. You deal an additional 2d8Damage TypesFire damage against Burning Burning creatures.
Circlet of Blasting Headwear (Non-Armour) Cast Scorching Ray Scorching Ray once per long rest.
Hat of Fire Acuity Headwear (Non-Armour) Gain 2 stacks of Arcane Acuity Arcane Acuity each time you deal Fire damage.
Pyroquickness Hat Headwear (Non-Armour) Gain an additional Bonus action when you cast a non-cantrip Fire spell.
Obsidian Laced Robe Clothing
Infernal Robe Clothing
Emblazoned Plate of the Marshal Armour (Heavy Armour)
Flawed Helldusk Armour: Armour (Heavy Armour) When you are hit by a foe within 2 m / 7 ft, it might take 1d4Damage TypesFire damage.
Helldusk Armour Armour (Heavy Armour)
Flame Enamelled Armour Armour (Medium Armour)
Flawed Helldusk Gloves Handwear (Non-Armour) Weapon attacks deal an additional 1d4Damage TypesFire damage
Gloves of Cinder and Sizzle Handwear (Non-Armour)
Gloves of Flint and Steel Handwear (Non-Armour) 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)
Thermoarcanic Gloves Handwear (Non-Armour) Arcane Ashes: Whenever you deal Damage TypesFire damage, you gain 2 turns of Heat Heat.
Cinder Shoes Footwear (Non-Armour) Whenever you Burn Burn an enemy, you gain 2 turns of Heat Heat.
Helldusk Boots Footwear (Non-Armour) Hellcrawler: Teleport to an area and deal 2d8Damage TypesFire damage where you land. The impact blast spreads in a 3m / 10ft zone.
Fireheart Amulets Fervent Flames : Whenever you take Damage TypesFire damage dealt by another creature, you gain 2 turns of Heat Heat.
Ring of Self Immolation Rings Self Immolation Self Immolation : Set yourself on fire as a Bonus action to gain Heat Heat for 2 turns ( Recharge: Short rest).
Cindermoth Cloak Cloaks Inflicts Burning on any foe within 2m / 7ft that damages the wearer.