This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames, increasing the DC by 1 for each rarity beyond common.
Instability. As the concentration and effectiveness of this highly combustable material increases, so does the risk. Common Alchemists Fire has an Instability rating of 10% increasing by a further 10% for each level in rarity. When a creature would throw Alchemists fire, roll a d100. If the result is higher than the Instability Rating, the attack continues as normal. Otherwise, the fluid combusts igniting the wielder.
| Alchemists Fire | Dexterity DC | Damage |
|---|---|---|
| Alchemists Fire (Common) | DC 10 | 2d4 |
| Improved Alchemists Fire (Uncommon) | DC 11 | 3d4 |
| Refined Alchemists Fire (Rare) | DC 12 | 4d4 |
| Experimental Alchemists Fire (Very Rare) | DC 13 | 5d4 |
Notes: Damage, Consumable
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/11/2022 11:41:27 PM
|
42
|
13
|
1.0
|
Coming Soon
|
|
|
6/12/2022 12:13:06 AM
|
42
|
1
|
1.3
|
Coming Soon
|
|
|
6/12/2022 12:14:35 AM
|
44
|
1
|
1.4
|
Coming Soon
|
Comments