A small orb that can fit in the palm of your hand. the outer shell is hard and firm. looking through the clear outer shell you can the telltale swirling green and red liquid that denotes alchemist's fire. it weighs about 2 lb. if you shake it you can hear a clacking sound from the inner shell hitting the outer shell, as well as a sound like an overfilled and muffled rattle. the orb is warm to the touch however it is hardly noticeable. this item must be properly handled or it can break pour out alchemist's fire this item is recommended for lvl 15+ parties. it can be created by an artificer using tinkerer's tools each requiring 30 minutes to create and requiring 100 ball bearings, a 2 inch diameter glass orb, a 1.75 inch diameter glass orb, and a bead of fireball from a necklace of fireballs. there is a 20% chance that the creation will fail and the area will be coated in alchemist's fire, and there is a 1% chance that the bead will be activated during creation dealing the damage to the creator, all creatures in range must make a Dex saving throw taking the items damage with the creator rolling with disadvantage.
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thrown weapon/ammunition: 1d4 bludgeoning damage
100 gp thrown: (20/60) slingshot: (30/90)
this item can be used as ammunition for a slingshot.
this item becomes active only when thrown. while active item will detonate upon reaching the end of it's trajectory or hitting the ground this item can be caught which will disarm the item. when this item detonates each creature within 30 feet of the detonation must make a dexterity saving throw. on a fail the creature takes 6d4 piecing damage from shrapnel taking half as much damage on a success, creatures don't take damage from shrapnel if they have full cover and take reduced damage if they have partial cover. any creature within 20 feet of the detonation take 8d6 fire damage on a failed save on top of shrapnel damage regardless of cover. if a creature is in range of the detonation but there is another creature between them and the detonation it is treated as 3/4ths cover. any creature that takes damage from shrapnel are covered with alchemist fire and take 1d4 fire damage at the start of each of their turns and the target only stops taking damage by succeeding a DC 10 dexterity check to extinguish the flames
Notes: Damage: Fire, Damage: Fire, Damage: Piercing
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