Perhaps only a 25% chance of melting? The additional damage would be powerful on a +1 sword, but this way I'd say it's balanced as he'd have a chance to lose it all togetherI'd treat it like a Gray Ooze's Corrode Metal ability a single application confers a permanent (and cumulative) -1 penalty to damage rolls, destroying the weapon if the penalty drops to -5, and destroys ammunition after dealing damage. I'd say if he were able to obtain a magical sword (+1 sword or otherwise) I'd say it would be more powerful and be able to withstand the heat. Perhaps a % roll to say have a 75% chance the sword melts after it connects with an attack while on fire? Or perhaps go with a random mechanic via a die roll. after 2 uses the swords blade weakens and melts and is no longer usable. You could either have this be a hard set number i.e. However it was mentioned that due to the sheer heat of the alchemist's fire after 1 or 2 uses it would melt and weaken the sword to the point of non-use and he'd have to acquire a new sword. Thoros of Myr would often fight with a flaming sword that he would dip in alchemist's fire. Perhaps draw inspiration from Game of Thrones. Would it be broken? Maybe not at higher levels, but at low levels it might be a little broken. Does dragon's breath even do that? Fireball does not, scorching ray does not, burning hands does not, almost every fire spell does not with the exception of immolate, which is a pretty special effect. again, not very many effects set creatures on fire. If anything, most of the fire damage might come from the heated blade.ģ) precedent. Sticking to a sword, sure getting enough of it to stick to something the sword hits is a pretty far stretch, given the sword doesn't hold that much to begin with. alchemists fire is basically crappy napalm, and napalm is effective because a lot of it sticks to the target. It takes an entire flask of alchemists fire directly applied to target to get that recurring ignition damage.Ģ) realism. recurring damage for a negligible gold cost is pretty strong. I'm not the player in this instance - so I'm not trying to powergame anything, I'm just asking out of genuine curiosity.1) balance. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.Krugaan, Lordsmoothe, may I ask why you would not allow it to ignite enemies? That's part of the basic function of Alchemist's Fire. Hit: 2 (1d4) fire damage at the start of each of the target's turns. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take an additional 2 (1d4) poison damage. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames.ĭagger. Hit: 5 (2d4) fire damage at the start of each of the target's turns. The alchemist chooses one of the following concoctions to throw, provided he has any left: Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or take an additional 2 (1d4) poison damage. The alchemist makes two weapon attacks, only one of which can be to throw a concoction.ĭagger. 1 random potion (see Special Potion sidebar).The alchemist is carrying the following potions: The alchemist has advantage on saving throws against poison. The alchemist can drink a potion they are carrying as a bonus action. Languages any two languages (usually Common)Ĭhug.
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