Wondrous Item, rare

Flame throwers are large two handed firearms that consume oil as ammunition to unleash a line fire that reaches up to 20 feet and is 5 ft. wide. It takes an action to fire this weapon and any creature that is caught in this line must make a DC 12 Dexterity saving throw or take 7d6 fire damage or half as much on a success. These flames deal double damage to any wooden or cloth objects or structures that aren't being worn or carried.
- If the wielder of this weapon has proficiency in firearms they can add their proficiency bonus to the DC of this weapon.

Afterburn. Each creature that failed the Dexterity saving throw against the flamethrower’s attack suffers this effect which causes them to take 1d6 fire damage at the start of their turns for 1 minute or until they or another creature uses their action to put them out.

Flanking Weapon. Any creature that has it's back turned to you while you use it's action has disadvantage on the Dexterity saving throw.

Air Blast (Reaction). When a projectile is launched in your direction you can aim your flame thrower at the projectile and let out a strong puff of compressed air. If the projectile came from an attack roll, such as a bullet or an arrow, that attack now has disadvantage. However, if the projectile would instead cause a saving throw, like from a grenade or a bomb, you instead launch that projectile backwards in the direction it came from to a maximum of 30 ft. backwards.

Air Blast (Bonus action). You can use your flame thrower’s compressed air to put out fires on creatures, objects, and structures. When used on an object or structure the targeted flame within a 5 ft. space will be put out if it is nonmagical. When used on a creature this feature will negate the effects of lingering fire damage like the effects of Afterburn from flamethrowers, lingering alchemist’s fire, or burning oil.
    The air blast can also be used to push a creature that are size medium or smaller. The creature has to make a DC 12 Dexterity or Strength saving throw, their choice, and on a failure they will be pushed 15 ft. back.

Stats
Ammunition. Oil flasks
Range. 5 ft wide, 20 ft long.
Damage. 7d6 fire 
Properties. Two handed, loading
Optional proficiencies. Firearms
Ammo Capacity. 1 Gallon of oil (Meaning up to 8 flasks of oil).
Ammo Consumption. Action attack uses 1 flask's worth and both forms of air blast uses 2.

Notes: Damage: Fire, Damage, Combat

Item Tags: Damage Combat

Endershift

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