Weapons Armour Spells

Here's a list of all the Fire Damage sources that you can find in Baldur's Gate 3. Click on the Spell or Weapon in the table below to learn more. Each post shows a tooltip with more information, including duration, properties, and other helpful information.

Icon

Item

Description

Damage

Range

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Fire Bolt

Hurl a mote of fire.

1d10 Fire

18m

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Burning Hands

Shoot fire from your outstretched fingers and ignite anything flammable.

3d6 Fire

Self 5m

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Hellish Rebuke

The next time you take damage, you use your reaction to surround your attacker in hellish flames.

2d10 Fire

Self

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Searing Smite

Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage every turn, until it succeeds on a Constitution Saving Throw. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed.

1d6 Fire

Weapon Range

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Flaming Sphere

Summon a flaming sphere that deals 2d6 Fire damage to nearby enemies and objects. It also sheds bright light in a 6m radius, and dim light for an additional 6m. On a successful save, enemy creatures still take half damage.

2d6 Fire

18m

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Heat Metal

Cause a metal weapon or armour to glow red-hot and force the creature touching it to let go or receive Disadvantage on Attack Rolls and Ability Checks. If the creature is only wearing metal armour, it always rcccivcs Disadvantage. If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8 Fire damage and force the creature to let go or receive Disadvantage.

2d8 Fire

18m

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Scorching Ray

Hurl three rays of fire. Make a ranged spell attack for each ray. For each ray that hits, you deal 2d6 Fire damage. You can hurl the rays at one target or several.

2d6 Fire

18m

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Fireball

Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.

8d6 Fire

18m

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Exterminator's Axe

Deals an additional 1d6 Fire damage to Plants, Insects, and Small creatures.

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Everburn Blade

An arcane flame that cannot be quenched. Causes the blade to deal an additional 1d4 Fire damage

Gloves Of Flint And Steel

When the wearer deals Fire Damage, the target has to succeed a Constitution Saving Throw or start Burning.

Absolute's Smite

Your weapon flares with white-hot intensity. It deals an extra 1d6 Fire damage and marks the target with Searing Smite. A target with Searing Smite takes 1d6 Fire damage everyt turn, until it succeeds on a Constitution saving throw.

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Ring Of Fire

When dealing Fire damage, the wearer deals an additional 1 Fire damage.