ADVENTURING GEAR COMMON
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning*.
Alternatively, you can take an action to douse a weapon with Alchemist’s Fire. Dealing an additional 1d6 Fire damage on a successful hit and inflicting burning.
"A near standard for veterans of the Hunt. A dose of instant fire can be an invaluable tool when fighting the Scourge. To create an ounce of space between you and a rabid pack of Fallen or to ignite your blade to stand your ground against a Scourge Beast."