This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 4m, 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.

Alchemist's Fire
Consumable
Attributes
Unorganized
Damage
1d4
Damage Type
Fire
Properties
Improvised Weapons
Range
4/12m
Save DC
Dexterity 10