Welcome to the Fire Item Sets guide for Baldur’s Gate 3. In this guide we will list the equipment that interacts with Fire damage in BG3, which is perfect if you are making a fire-themed build.

Some classes that are well suited to fire builds and can benefit from this equipment more than others are spellcasters like Wizard, Sorcerer and Druid. Thanks to the melee weapons on this list, it can also work with hybrid subclasses like the Eldritch Knight Fighter (or any melee-focused character wielding a fire-based melee weapon, such as a Barbarian wielding the Everburn Blade)

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Fire Builds Explained in BG3

Most elemental damage types have a mechanic associated with them, which is used by some items to enhance the wearer’s strength when using that element. Fire is no different in this regard.

Many of the items on this list will give the wearer a Condition called Heat, when a certain condition is met. This is more volatile than similar Conditions for other elements in BG3, because it also damages the wearer.

A character with Heat will take 1d4 Fire damage at the start of every turn, however they also gain access to Heat Convergence, which allows them to imbue their Fire attacks with extra Fire damage – you get 1 point of extra Fire damage per turn of Heat you have remaining. This also consumes all remaining turns of Heat.

This means that with careful management of your character’s Heat Condition, it is possible to avoid the self-damage element of this Condition. However if you want to stack up larger amounts of Heat for high amounts of bonus fire damage, then you will probably have to eat some fire damage.

Now that we have explained the mechanics behind Fire builds in Baldur’s Gate 3, we will proceed with the list of items that make use of this.

Thermodynamo Axe

The Thermodynamo Axe is a rare Battleaxe with a +1 enchantment. It is otherwise unremarkable, except for the fact that dealing damage with the weapon gives you 2 turns of Heat.

If you are using this on an aggressive melee damage dealer such as the Fighter or Barbarian, who can make several weapon attacks each turn, then you have the potential to rack up Heat really quickly, unleashing the bonus Fire damage whenever you next deal Fire Damage from another source. Just beware that you are taking a risk if you choose to save up the Heat over the end-turn – this will result in you taking 1-4 Fire damage at the start of your next turn.

If you want to obtain the Thermodynamo Axe, you simply need to purchase it from Dammon at Last Light Inn, in Act II.

Hellfire Greataxe

The Hellfire Greataxe is an even better version of the Thermodynamo Axe mentioned above. This is a very rare Greataxe with a +2 enchantment. It also deals 1d6 extra Fire damage with every attack, on top of its standard Slashing damage.

This weapon has the same effect as the Thermodynamo Axe – every time you deal damage with the weapon, you’ll gain 2 turns of Heat. However this weapon enables a slightly different playstyle – since it does Fire damage it allows you to very easily convert your Heat stacks into bonus Fire damage whenever you want – you don’t even need to have any Fire spells to make this work.

As another bonus, the Hellfire Greataxe also gives you the Hellflame Cleave action once per Short rest, allowing you to deal Fire damage that bypasses Fire resistance.

The Hellfire Greataxe can be found in Sorcerous Sundries in Act III. It is found in a chest in the illusion area.

Cinder Shoes

The Cinder Shoes are uncommon boots that allow you to add more stacks of Heat to your character.

Whenever you inflict the Burning condition on an enemy while wearing the Cinder Shoes, you will gain 2 turns of Heat.

You can obtain the Cinder Shoes fairly early in the game – they can be purchased from Blurg in the Myconid Colony, in the Underdark (Act I).

Thermoarcanic Gloves

The Thermoarcanic Gloves are uncommon gloves that let the wearer accumulate more turns of Heat.

The wearer of these gloves gains 2 turns of Heat every time they deal Fire damage. In combination with the Hellfire Greataxe, this allows you to accumulate 4 turns of Heat per successful melee attack.

The Thermoarcanic Gloves are dropped by Kansif in the Ruined Battlefield area of Act II. You will encounter them while escorting the Harpers to Last Light Inn.

Fireheart

Fireheart is an uncommon amulet that can help the wearer to gain extra Heat charges – however it is more situational than the other items on the list.

Whenever the wearer takes Fire damage, they will gain 2 turns of Heat. This does mean that if you take damage from having Heat at the start of your turn, you will gain another 2 turns of Heat, which is a useful characteristic of this item that can slightly increase the bonus Fire damage you deal from Heat Convergence.

If you want to obtain Fireheart, you can find it in a heavy chest inside the hidden room of Reithwin Tollhouse, in Act II.

Ring of Self Immolation

The Ring of Self Immolation is an uncommon ring that allows the wearer to give themselves the Burning Condition in return for 2 turns of Heat.

When wearing this ring, you can use the Self Immolation Bonus Action to set yourself on fire, doing so will add 2 turns of Heat. If you are building around the Heat mechanic then this is a potentially decent item, allowing you to use up spare Bonus Actions on something that is at least a little bit useful.

You can find the Ring of Self Immolation in a wooden chest in the Ruined Battlefield area of Act II. The key can be found on a nearby skeleton, along with a note.