Description
The Ampule of Liquid Hate is a small, sealed glass container filled with a volatile, caustic alchemical substance known to burn anything it touches—even materials normally considered flameproof. The glass shatters upon impact when thrown, releasing the deadly liquid in a 10-foot radius sphere. Its chaotic fire reacts violently to water and leaves lingering effects on terrain and air alike.
Use in Combat
- Ranged Attack: You can throw this ampule as an Attack action with a range of 20 feet (normal) or 60 feet (disadvantage).
- Direct Hit (Impact): Make a ranged attack roll against a creature or target. On a hit:
- The creature takes 6d10 fire damage and 4d10 acid damage immediately.
- The target must succeed on a DC 15 Constitution saving throw or be Blinded for 1 minute. The creature can repeat the saving throw at the end of each turn to end the blindness.
- Chlorine Trifluoride ignites materials that are normally non-flammable. For the effects of a direct hit: targets with Resistance to fire are treated as if they have no Resistance, taking normal damage. Targets with Immunity to fire are treated as if they are Resistant, taking half damage.
- Splash Effect: All creatures within 10 feet of the impact point must make a DC 15 Dexterity saving throw:
- Failure: Take 4d6 fire damage and 2d6 acid damage, and all non-magical objects they carry ignite. Material does not matter. Items contained within dimensional spaces, such as a Bag of Holding, are safe.
- Success: Take half as much damage and avoid catching fire.
- Chlorine Trifluoride ignites materials that are normally non-flammable. For the effects of the splash effect: targets with Resistance to fire are treated as if they have no Resistance, taking normal damage. Targets with Immunity to fire are treated as if they are Resistant, taking half damage.
Ongoing Effects
- Creatures hit directly or splashed take 2d10 fire damage and 1d10 acid damage at the start of their turns for 1 minute, unless the fire is extinguished.
- Terrain in the area becomes:
- Hazardous Terrain: Creatures moving through the area take 2d6 fire damage per turn. Hazardous Terrain continues burning for 10 minutes. See section titled, Extinguishing the Flames" for rules on dissipating them early.
- Toxic Air: Any creature entering or starting its turn in the area must succeed on a DC 15 Constitution saving throw or take 2d6 poison damage and suffer disadvantage on attack rolls and ability checks until the start of their next turn. Toxic Air dissipates in 15 minutes, but can be blown away using affects that cause wind, if fires have burned out or been extinguished.
- Terrain effects created by the Ampule of Liquid Hate do not alter a target's Resistance or Immunity; targets interact with terrain effects according to their unmodified resistances.
Reactions to Water
If water is applied to extinguish the fires caused by the ampule:
- A violent reaction produces a 15-foot radius cloud of toxic chlorine gas.
- Creatures within the cloud must succeed on a DC 15 Constitution saving throw or take 4d6 poison damage and become Poisoned for 1 minute.
Breakage Rules (Carrying the Ampule)
The ampule is extremely delicate and dangerous to handle. Accidental breakage can occur if the player mishandles it in the following situations:
-
Falling or Sudden Impact:
- If the player carrying the ampule falls prone, takes falling damage, or is subjected to a critical hit, roll a DC 12 Dexterity saving throw.
- Failure: The ampule shatters immediately at the player’s location, releasing its effects.
- If the player carrying the ampule falls prone, takes falling damage, or is subjected to a critical hit, roll a DC 12 Dexterity saving throw.
-
Rough Handling:
- Any failed Dexterity (Sleight of Hand) check to transfer the ampule (e.g., passing it to another person) by more than 5 automatically breaks it.
- Rolling a natural 1 on such checks causes the ampule to shatter.
-
Environmental Conditions:
- If exposed to extreme heat, such as standing near lava or being caught in a fireball spell, roll a DC 10 Constitution saving throw for the ampule itself. A failed save causes it to break.
-
Failed Skill Check: If the player attempts to hide or manipulate the ampule without proficiency in Sleight of Hand, roll a d20:
- On a 1-2, the ampule slips and shatters immediately.
Magical Containment Failure
The ampule’s integrity depends on a magical enchantment that fortifies the glass and prevents the Chlorine Trifluoride within from reacting with the container itself. If this enchantment is disrupted by a magical effect, such as Dispel Magic, exposure to an Antimagic Field, or similar, the ampule becomes vulnerable. The following rules apply in these situations:
Dispel Magic
- Targeted Dispel Magic (Level 3): If a Dispel Magic spell is cast on the ampule, the caster must make an ability check using their spellcasting ability against a DC 15.
- On a failure, the ampule remains magically sealed.
- On a success, the magical containment fails, and the ampule shatters immediately, releasing its effects at its current location.
- Dispel Magic (Higher Levels): For every level the spell is cast above 3rd, the DC to dispel the enchantment is reduced by 2 (minimum DC 10).
Antimagic Field
- If the ampule enters an Antimagic Field, the containment enchantment is suppressed for as long as it remains within the field. Roll a d20 each time the ampule is subjected to one of the following conditions while inside the field:
- Movement: If the ampule is moved more than 10 feet or handled (e.g., transferred between individuals, placed in a pouch, etc.), roll a d20. On a result of 1-3, the ampule shatters immediately, releasing its effects.
- Prolonged Exposure: At the end of every minute the ampule remains in the field, roll a d20. On a result of 1, the ampule shatters as its structure begins to fail.
Wild Magic Surges or Similar Magical Instabilities
- In the case of a Wild Magic Surge or a spell or effect that interacts unpredictably with magical items, roll a d20 to determine the outcome:
- 1-2: The containment enchantment destabilizes, and the ampule shatters instantly.
- 3-10: The ampule’s containment enchantment flickers, requiring a DC 12 Constitution saving throw for the ampule to resist the destabilization. On a failure, the ampule shatters.
- 11-20: The ampule is unaffected by the magical instability.
Extinguishing the Flames
The chemical within the ampule is non-magical, and cannot be extinguished by using magic-cancelling effects.
- Salt: 250lbs of Salt can be used to permanently extinguish a 5ft×5ft square of the flames. Salt must be spread across the target area, 1 inch thick, to smother the flames without also feeding them.
- Control Flames: This will extinguish the flames, but the flames will return after the caster's next turn, unless Control Flames is cast on them, again. While the flames are extinguished, the offending chemical may be manipulated to
- Create or Destroy Water (2024): See section titled, Reactions to Water.
- Wall of Ice (2024): Where the Wall of Ice touches the flames, it will also do Fire damage. It will take damage as per the rules of the spell, and when the fire breaks it, the section titled, Reactions to Water will be invoked.
- Prismatic Wall (2024): The Blue layer will suppress the effects, but the fire will return when the Blue layer is gone. The fire is suppressed only where the Blue Layer of the wall is, and suppressing the flames will not decrease the length of time the flames burn. The fire will inflict damage on the Prismatic Walls, in accordance with the rules of the spell.
- Wish (2024): This spell can be used to extinguish the flames.
The liquid within the ampule burns with an unnatural, greenish-yellow flame and produces acrid smoke that stings the eyes and lungs. It is said to have been crafted by deranged alchemists who sought to weaponize hatred itself. Entire villages have been reduced to ash by a single ampule, their remains smoldering for days. Its use is surely a war crime.
A small label on the ampule reads:
DANGER: CHLORINE TRIFLUORIDEDO NOT TOUCH, SMELL, LOOK AT, OR EVEN THINK ABOUT THIS SUBSTANCE WITHOUT PROPER AUTHORIZATION AND EXTREME CAUTION!This container holds a chemical so vile, it could make the devil himself reconsider his career choices. Chlorine Trifluoride is not just hazardous; it's an abomination in liquid form. It will happily react with just about everything, including the air you breathe, the water you drink, and the very sand beneath your feet, turning them all into a fiery spectacle of destruction.WARNINGS:
Spontaneous Combustion: This stuff can ignite spontaneously on contact with almost all known materials, including glass, metals, asbestos, and yes, even the concrete you're standing on. Unquenchable Flames: Fire caused by this compound can be nearly impossible to extinguish. Water? Forget it, it'll just make things worse. CO2? It'll burn through that too. Your best bet is to run and pray. Toxic Fumes: If by some miracle you survive the initial inferno, the fumes will cheerfully attempt to finish the job by poisoning you in ways modern science has yet to fully describe. Corrosive: This isn't just acid; this is the acid from the darkest pits of alchemistry, capable of gnawing through containment like a nightmare through sleep.HANDLING PROCEDURE:
Wear protective gear that would make astronauts jealous. If you must move it, do so with the reverence one would show to an ancient, cursed artifact. In case of spill or leak, evacuate the area, cast Sending to everyone you know, and inform them this might be the last time you speak.DISPOSAL:
There is no disposal. Just run away and hope for the best.IN CASE OF ACCIDENT:
You've probably already lost.Remember: If this container looks like it's sweating, it's not sweating; it's plotting your demise. Handle with care or not at all.You've been warned.
Notes: Damage: Fire, Damage: Acid, Blinded, Poisoned
Comments