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Alchemist's Fire

Alchemist's Fire

Item Details​

Weight: 1 lb.
Cost: 50 GP
Category: Consumable / Thrown Weapon
Damage: 1d4 Fire damage + burning condition
Range: 20 feet

Description​

Alchemist's fire is a volatile liquid that ignites when exposed to air. Contained in a specially designed flask, this alchemical creation burns fiercely and can set targets ablaze, continuing to inflict damage over time.

Usage​

When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see "Rules Glossary").

Burning Condition​

When a creature starts burning from alchemist's fire:

  • Takes ongoing fire damage at the start of each turn
  • Can use an action to make a save to extinguish the flames
  • Can be extinguished by allies using actions to help

Combat Applications​

  • Crowd Control: The burning condition creates ongoing pressure
  • Anti-Regeneration: Fire damage prevents trolls and similar creatures from regenerating
  • Area Denial: Creates fire hazards that enemies avoid
  • Swarm Control: Effective against groups of small creatures

Tactical Advantages​

  • Persistent Effect: Unlike acid, continues to deal damage over time
  • Psychological Impact: Burning enemies may retreat or panic
  • Versatile: Effective against both creatures and flammable objects
  • Combo Potential: Works well with other fire-based effects

Limitations​

  • Lower Initial Damage: Only 1d4 initial damage compared to acid's 2d6
  • Fire Resistance: Many creatures have resistance or immunity to fire
  • Environmental: Rain or submersion can extinguish the flames
  • Friendly Fire: Can accidentally ignite allies or important objects
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