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
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.