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Alchemist's Fire (Flask)

D&D 5e · 2014·Consumables·No attunement

Type
Consumables
Weight
1 lb
Attunement
Not required
Rarity
Nonmagical
Price
50 GP

Using Alchemist's Fire (Flask)

Alchemist’s Fire. 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 1d4 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.

Full item details & properties

Use & effects

Action
Action
Range
20 ft.
Damage
1d4 fire
Effect
Improvised ranged attack; on hit damage occurs at start of target turns. Target can spend action on Dexterity DC 10 to extinguish.

Tags & related references

FireConsumableNo AttunementNonmagicalOngoing Fire DamageConsumable →

Alchemist's Fire FAQ

Does Alchemist's Fire require attunement?

No. This entry does not require attunement; follow its activation and use rules.

Is the listed price a guaranteed purchase price?

The listed price is a reference from this catalogue entry. Availability and the final price depend on your game and GM.

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. JustRoll independently checked 2014 item text, tables, properties, prices and weights against official SRD 5.1; converted currency to GP and structured mechanics and edition-specific tags. Identity links to 2024 do not transfer rules. Original API snapshots remain unchanged.

Creative Commons Attribution 4.0