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Alchemist fire 5e value
Alchemist fire 5e value












alchemist fire 5e value

If you hit the burning target, it should be 100% effective - faster and without a fail chance. It's not using the "Catch on Fire" rules since the alchemist fire burns out after two rounds, so it's using specific rules for alchemist fire/oil flasks with no prohibition against using more than one at the same time - so by this reading, throwing a second flask at a target already hit with a first one does normal damage, the victim took 1d6 from the first flask and he now takes 1d6 from the second flask.Īlthough, using the second reading, it would seem like you don't need to make a "fuse" or light the oil flask. If you shoot a guy with an arrow and then shoot him again, your second arrow does damage too, right? Likewise, you could hit the same victim with two Burning Hands, two Scorching Rays, two Fireballs, etc., and the second spell would do damage too, right? I don't see anything in the entry for Alchemist Fire that says you can't burn the same target twice in the same round. Arguably, the victim is already on fire, you can't make him more on fire - at least, that's one way to think about it.Īnother way to think about it is to compare it to arrows. Your additional option is pure houserule which is fine, but maybe not the right forum for that.Īll that said, there might be no benefit to throwing oil or additional alchemist fire in the same round onto a creature already burning from previous oil or alchemist fire this round. Compared to one flask of alchemist fire per round, that's a huge difference. Round 3: light tindertwig and ignite "fuse" as a move action (maybe should be standard), throw flask as an attack.ģ rounds to get a 50% chance to burn a target, or 6 rounds to average 1 fiery hit. Retrieve tindertwig from pouch as a move action. Round 1: retrieve oil flask from belt as a move action, begin preparing "fuse" as a full-round action that begins this turn. Oil is much cheaper since it takes so long. How does anyone else do this? Does the above ruling make sense? Really I'm just looking for confirmation here, or thoughts on how it should work within the rules. I'm very hesitant in allowing it to be too effective (otherwise, why pay 250% for an already prepared alchemical weapon?), as it seems like this oil is fairly cheap, made mostly for a slow burn in lanterns.

#ALCHEMIST FIRE 5E VALUE FULL#

If you want to rely on the oil hitting the flames just right to help, then sure, it'd just be 1d3 extra damage (as opposed to preparing a fuse and lighting it directly for the full 1d6). Thoughts? Does this seem appropriate for an item that, when it comes down to it, only costs 1 sp (compared to 25 gp for alchemist's fire)? My thinking is that the oil only has a chance at splashing/hitting in such a way to help fuel an existing fire on a creature in combat (or thousands, as is the case with a swarm), so the 50% chance no matter what makes sense. GM Additional Option: You can throw oil onto an already burning creature with no additional prep-work for a 50% chance at doing an additional 1d3 fire damage. Not as effective to flying swarms though, I ruled. That ground will then deal 1d3 fire damage for 2 rounds to anyone that moves through it. You can also pour oil on the ground, then light it on fire (at least a couple actions here). You can spend a full-round action to prepare it and throw it, having a 50% chance that it is as effective as alchemist's fire (needs to light just right, the oil maybe isn't as flammable as what's used in alchemist's fire, etc.). What RAW does allow: Oil can be used a few different ways. RAW does not really cover adding oil to an already burning creature. The Question: How effective is oil when thrown onto a burning creature? Or, in this case, a burning swarm? One of the PCs wants to throw oil to 'add fuel to the fire'. One of them has hit the bats with an alchemist's fire, and the bats are currently in flames (they'll take more damage next round unless they spend a full round with a Reflex save). The Scenario: A party of PCs is fighting a bat swarm.

alchemist fire 5e value alchemist fire 5e value

If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. Once it is thrown, there is a 50% chance of the flask igniting successfully. Use the rules for alchemist’s fire, except that it takes a fullround action to prepare a flask with a fuse. You can also use a flask of oil as a splash weapon. A 1-pint flask of oil burns for 6 hours in a lantern or lamp.














Alchemist fire 5e value