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Alchemist's Fire

Alchemist's Fire

Item Details

Weight: 1 lb.
Cost: 50 GP
Category: Consumable / Thrown Weapon
Damage: 1d4 Fire damage + burning condition
Range: 20 feet

Description

Alchemist's fire is a volatile liquid that ignites when exposed to air. Contained in a specially designed flask, this alchemical creation burns fiercely and can set targets ablaze, continuing to inflict damage over time.

Usage

When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see "Rules Glossary").

Burning Condition

When a creature starts burning from alchemist's fire:

  • Takes ongoing fire damage at the start of each turn
  • Can use an action to make a save to extinguish the flames
  • Can be extinguished by allies using actions to help

Combat Applications

  • Crowd Control: The burning condition creates ongoing pressure
  • Anti-Regeneration: Fire damage prevents trolls and similar creatures from regenerating
  • Area Denial: Creates fire hazards that enemies avoid
  • Swarm Control: Effective against groups of small creatures

Tactical Advantages

  • Persistent Effect: Unlike acid, continues to deal damage over time
  • Psychological Impact: Burning enemies may retreat or panic
  • Versatile: Effective against both creatures and flammable objects
  • Combo Potential: Works well with other fire-based effects

Limitations

  • Lower Initial Damage: Only 1d4 initial damage compared to acid's 2d6
  • Fire Resistance: Many creatures have resistance or immunity to fire
  • Environmental: Rain or submersion can extinguish the flames
  • Friendly Fire: Can accidentally ignite allies or important objects