Alchemist’s Fire
Alchemical Equipment · Thrown Fire Weapon
Break a flask of alchemist’s fire over an enemy and its sticky contents ignite. It is especially dangerous when the flames continue burning, but each edition handles the throw, ongoing damage and extinguishing differently.
At a Glance
| Item | Single-use alchemical or adventuring gear; no attunement |
|---|---|
| Cost / weight | 50 gp / 1 lb. in D&D 2024 and 2014; 20 gp / 1 lb. in Pathfinder 1e and 3.5e |
| 2024 | 1d4 fire on a failed Dexterity save, then the target starts Burning |
| 2014 | Improvised ranged attack; a hit deals 1d4 fire at the start of each target turn until extinguished |
| Pathfinder / 3.5e | 1d6 fire on a direct hit, 1 splash fire damage nearby and another 1d6 next round unless extinguished |
Alchemist’s Fire Rules by Edition
D&D 5.5e / 2024 — Alchemist’s Fire
| Cost / weight | 50 gp / 1 lb. |
|---|---|
| Action | When taking the Attack action, replace one attack with throwing the flask |
| Target / range | One visible creature or object within 20 feet |
| Save | Dexterity, DC 8 + your Dexterity modifier + your Proficiency Bonus |
| Failure | 1d4 Fire damage immediately; the target starts Burning |
| Success | No Fire damage or Burning from the flask |
| Burning | 1d4 Fire damage at the start of each of the burning creature’s or object’s turns |
Putting out the fire: As an action, a burning creature can drop Prone and roll on the ground. Dousing, submerging or suffocating the fire also ends it. The 2024 entry does not call for a ranged attack roll or deal splash damage to nearby creatures.
Rules: 2024 Basic Rules — Equipment and Burning (Rules Glossary).
D&D 5e / 2014 — Alchemist’s Fire (Flask)
| Cost / weight | 50 gp / 1 lb. |
|---|---|
| Action | Throw the flask as an action |
| Range | Up to 20 feet |
| Attack | Ranged attack against a creature or object, as an improvised weapon |
| On a hit | Target takes 1d4 Fire damage at the start of each of its turns |
| Extinguish | Use an action; DC 10 Dexterity check to put out the flames |
Important: The published 2014 item states that the recurring damage begins at the start of the target’s turns; it does not specify an extra immediate 1d4 on impact. There is no listed area splash. A successful extinguishing check ends the recurring damage.
Pathfinder 1e — Alchemist’s Fire (Flask)
| Price / weight | 20 gp / 1 lb. |
|---|---|
| Attack | Ranged touch attack, 10-foot range increment |
| Direct hit | 1d6 Fire damage |
| Splash | 1 Fire damage to creatures within 5 feet of the impact |
| Following round | The struck target suffers another 1d6 Fire damage unless the flames were extinguished |
| Extinguish | Before that damage, full-round action and Reflex DC 15; rolling on the ground adds +2 to the save |
| Craft | Craft (alchemy) DC 20 |
Other ways to extinguish: Jumping into water or putting out the fire magically also works. Thrown splash-weapon rules govern aiming at an empty intersection (AC 5), missing and scattering. Targeting the intersection deals only splash damage, not the direct 1d6.
Pathfinder Alchemical Power Components
Adventurer’s Armory also permits this flask to augment certain spells. (M) consumes the flask as a material component; (F) uses it as a focus without consuming it. It does not also deal its normal thrown-weapon damage when used this way.
- Burning Hands (M): One creature of your choice that fails its Reflex save also catches fire as though struck by the flask.
- Fireball (M): Up to one chosen failed-save creature per caster level catches fire.
- Flaming Sphere (M): A creature damaged by the sphere catches fire.
- Protection from Energy (M): When warding against cold, increase cold-damage absorption by 5.
- Resist Energy (M): Cold resistance rises to 12; at caster levels 7 and 11, spending two or three flasks raises it to 24 or 36 respectively.
- Scorching Ray (F): +1 circumstance bonus on the attack rolls of its rays.
- Scorching Ray (M): Creatures damaged by a ray catch fire as if hit by the flask.
Rules: Pathfinder Core Rulebook equipment; additional components in Adventurer’s Armory (PZO9410).
D&D 3.5e — Alchemist’s Fire
| Cost / weight | 20 gp / 1 lb. |
|---|---|
| Attack | Ranged touch attack; range increment 10 feet |
| Direct hit | 1d6 Fire damage |
| Splash | 1 Fire damage within 5 feet of impact |
| Next round | Target takes an additional 1d6 Fire damage unless extinguished |
| Extinguish | Full-round action, Reflex DC 15; rolling on the ground adds +2 |
Jumping into water or magical extinguishing puts the fire out automatically. Use the 3.5e splash-weapon procedure to aim at an empty intersection (AC 5) or scatter a missed flask. Like Pathfinder, the flask is expended when thrown. Pathfinder’s Adventurer’s Armory spell-component effects do not form part of the 3.5e SRD.
How the Editions Differ
2024 uses a Dexterity saving throw and a continuing Burning hazard. In 2014 you roll a ranged attack, then the target takes 1d4 fire at the start of its turns until it succeeds on a Dexterity check to extinguish the flames. Pathfinder 1e and D&D 3.5e use ranged touch attacks and a 1-point splash around the impact, with a single further 1d6 of damage on the following round.
Using Alchemist’s Fire
Pick the right target: Throwing at a lone enemy is safer for nearby allies in the 5e rules; Pathfinder and 3.5e can spread splash damage to anyone close to the impact. Burning enemies may spend their next action putting the flames out instead of pressing their attack. Fire in confined quarters can also endanger stores, timber or oil according to the campaign’s normal fire and object rules.
For related supplies see Alchemical Items, Acid Flask and Smokestick.
Historical Illustration
Sources
The four rules blocks draw from D&D 2024 Basic Rules (SRD 5.2.1), D&D 2014 Basic Rules (SRD 5.1), Pathfinder 1e Core Rulebook and Adventurer’s Armory, and the D&D 3.5e SRD. The Pathfinder spell-component options apply only within their own edition.
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