


Another thing is that you use your simple weapon proficiency. The benefit of not throwing is two fold, first you don't lose to bomb on a miss, second you don't provoke AoO. Doesn't ruling this conservatively make this close to strictly worse than throwing it? Just let Alchemists have some fun, they won't break the game. I would agree that most of the bomber feats wouldn't apply either. I like the idea of a Miss means Enemy takes splash and Alchemist takes full. As mentioned, not spending one's bombs except on successful hits is a pretty sweet boon (and arguably so is being able to use Str on attack, since every martial could be doing this with the Alchemist's bombs, especially vs. Just a mess that would need a lot of "cool" to validate breaking the rule, and I don't see that happening. Contact's most likely except perhaps with a crit fail, which would have other reasons to deem the vial broken. And I'd also say the bomb's spent even if you miss since AC is about penetrating defenses, not simply contact or no contact. This then would imply that Str applies, which I might allow (if I allowed this at all) except the weapon's breaking so likely no. So 'only splash damage' would be generous to the wielder.Īt worst, you're taking as much damage as they are (which hey, sometimes you gotta do).Ī vial or flask would be an improvised weapon at best, and without finesse since you do have to smash it and there's nothing more special about this than any other improvised object. To say you're not throwing it is to say it's exploding in your hand. I was under the impression that the damage on a miss was literally the only thing keeping bomb alchemist's damage (debatably) above water. I'd probably slap an improvised weapon penalty on the attack and call it a day. Splash damage isn't that big of a concern compared against being able to spam your bombs without wasting them. I don't want alchemists constantly kicking themselves for not deciding to use it in melee when they miss at range. I don't know about the other parts of their ruling, but I would agree that making it too attractive to use in melee might also be bad. Not expending the bomb on a miss is a pretty great deal. On a critical miss you break it and only you take splash damage. No damage on a miss, but not expended either.
#ALCHEMIST FIRE 5E LICENSE#
It is our intent to work within this license in good faith.Finesse and no strength damage. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice.
#ALCHEMIST FIRE 5E FREE#
It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.

This is part of the 5e System Reference Document. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.īack to Main Page → 5e System Reference Document → Equipment → Adventuring Gear Open Game Content ( place problems on the discussion page). On a hit, the target takes 1d4 fire damage at the start of each of its turns. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. As an action, you can throw this flask up to 20 feet, shattering it on impact. This sticky, adhesive fluid ignites when exposed to air.
