Wild Shape: Fire MyrmidonClass Actions Take the shape of a Fire myrmidon. Your water myrmidon shape has a starting health of 90 hit points that increases every two druid levels. It can cast Scorching Strike, Myrmidon's Immolation, and Cinderous Swipe. |
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Bonus Action2 Wild Shape Charge(s) |
Wild Shape: Fire Myrmidon is an Action in Baldur's Gate 3. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment.
Wild Shape: Fire Myrmidon Information
- Take the shape of a Fire myrmidon.
- Your fire myrmidon shape has a starting health of 90 hit points that increases every two druid levels. It can cast Scorching Strike, Myrmidon's Immolation, and Cinderous Swipe.
- Type: Bonus Action 2 Wild Shape Charge
- Range: N/A
How to unlock Wild Shape: Fire Myrmidon
Wild Shape: Fire Myrmidon can be unlocked by the following classes:
- Circle of the Moon at level 10
Wild Shape: Fire Myrmidon Stats and Abilities
Strength: 13
Dexterity: 18
Constitution: 15
Wisdom, Intelligence and Charisma: Same as before wild shape
Movement speed: 9m
Hit Points at level 10: 90hp
Hit points at level 12: 108hp
Main Hand Attack
Type: Action
Range: Melee
Attack Roll
Effect: 9~19 damage
1d6+7 Slashing damage
+1d6 Fire damage
Make a melee attack with your equipped weapon.
Affected by Druids Wild Strike and Primal Strike abilities
Permanently Armed
Type: Passive
Effect: Creature can't be disarmed
Cinderous Swipe
Type: Action
Range: 5m Cone
Dex Save
Effect: 11~31 Damage
2d6 Fire damage
+1d6+7 Slashing damage
+1d6 Fire damage
Create a blooming cone of fire as you swipe at a foe
On Save: Targets still take half damage.
Elemental Warp
Type: Bonus Action
Range: 18m
Effect: Surrounded by silver mist, you teleport to an unoccupied space you can see.
Myrmidon's Immolation
Type: Action
Range: Self
Effect: Ignite with incandescent, primordial flames that Hasten you
Grants Hastened for 3 turns
Requires Concentration
Note: If you lost Hastened for any reason you gain the Lethargic status even if you recast this ability so plan accordingly
Scorching Strike
Type: Action
10~29 Damage
Range: Melee
Attack Roll
Effect: 1d6+7 Slashing damage
+1d6 Fire damage
+1d10 Fire damage
Lash out with a blazing strike and possibly Burn your target
Inflict Burn for 2 turns.
Affected by Druids Wild Strike and Primal Strike abilities
Wild Shape: Fire Myrmidon Tips & Notes
- Notes & Tips go here
Today 09/10/2023 I tested Myrmidon's Immolation and it is no longer bugged. It is working as it should
- Anonymous
Anyone knows anything about external buffs for this form? So far I only found: Strength elixir, Savage Attacker feat. Is there any other permanent stuff you can do to buff the damage? (spells like bless and enlarge are temporary)
- Anonymous
This form is insanely powerful, but be sure to use Hill or Cloud Giants elixir if you want to make the best use of it. And don't why away from using spell slots on lunar mend.
- Anonymous
immolation is bugged if you use it and do anything (walk attack cone attack burn attack) you drop it and get stunned
also which idiot decided the fire elemental doesnt get fire resistance? (it does in dnd so why not in this game... its a ball of fire it should be immune)
- Anonymous
- Anonymous
Fire is best IMO. Water is too situational. Air is probably the second best as Earth is good but really kinda just there to be tanky.
I was the one who edited this page to add the actions and passives, it was my first time doing this so I'm not great at formatting so if someone wants to refine this feel free.
I was the one who edited this page to add the actions and passives, it was my first time doing this so I'm not great at formatting so if someone wants to refine this feel free.
- Anonymous
Haven't had too much time to play around with them but after some initial testing they seem like okay forms but they aren't worth BOTH your wild shape charges. They're maybe slightly better than the other forms.
Very good dmg potencial. He can haste himself that give to deal 6 attacks per turn with great mobility (fly, 6 hits - teleport). The only cons - 3 attacks per first turn (haste cost action), haste concentration can be breaked and letargic after 3 turns.
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