So, we’re going to make some new rules for tools, if you will, starting with alchemy.ĭ&D, in particular, has all sorts of existing potions that an expanded alchemy skill could lead to the creation of. However, unless you’re using them as a spellcasting focus as an artificer, you probably haven’t touched these tools much.Īnd that’s not okay, Weavers - having proficiency should mean something! It’s worth noting the Xanathar’s Guide to Everything expands on tool proficiencies on page 78, though doesn’t elaborate too much further than the PHB does. And you know what? Some of them sound so fun to use more regularly. After all, what are brewer’s tools or leather working tools going to do for you other than offer some mundane downtime activities? Well, with the Artificer class being released officially in Tasha’s Cauldron of Everything, and my incredible bias for wacky scientist archetypes, I found myself checking out all the tools you can use. Many classes and backgrounds grant proficiency with them, but it’s likely you’ve forgotten about them at one point or another. To be clear, the damage that occurs at the start of each turn is damage from Alchemist's Fire, not damage from improvised weapon, so it's certainly not going to add the Dex modifier.The artisan tools in D&D 5e are often treated as nothing more than little roleplay prompts. So at the start of the target's turn, you roll 1d4 fire damage, unless the target has expended an action to extinguish it on a previous turn. The fire damage does not occur until the start of the target's turn, ergo the damage roll from using it as an improvised weapon is irrelevant now. On a hit, the target takes 1d4 fire damage at the start of each of its turns. ![]() The important distinction comes here in the description of Alchemist's Fire: When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage. The Dex modifier is added to the use as an improvised weapon because the rules on damage rolls state (PHB 196): On your turn when you throw the Alchemist's Fire (PHB 148), it is treated as an improvised weapon and deals 1d4+Dex bludgeoning damage (or whichever type DM chooses see PHB 148 for the rules for improvised weapons). He had an idea that his might be the intended interpretation, and I can't actually find anything anywhere that actually definitively rules either way. The whole Dex-to-ongoing-damage thing had always felt a bit off to both of us. So, is the idea supposed to be that the improvised range weapon deals 1d4+dex damage, and the target takes that same damage every turn, or is it that they take a re-rolled 1d4+dex every turn?įor context: I DM, and a player with a Fast Hands-using Thief just brought this up. On the other hand, there's no rule to explicitly say that it's rolled only once, and ongoing damage is usually re-rolled every time. Which feels more sensible than adding Dex to every roll, turn after turn. ![]() On the one hand, only once would make sense with Crawford's tweets Dexterity gets added to the damage it deals, because that damage is the one roll made for the weapon's damage, and the usual rule applies. ![]() Does the damage get re-rolled every turn, or only the once? But there's one thing that I haven't found any answers about, whether official, tweet, or even just accepted common practice. ![]() And Jeremy Crawford has tweeted a number of clarifications about how the damage works. Alchemist's Fire does things quite differently from other items, being an improvised weapon that must always use ranged attacks, and deals its damage on subsequent turns, not when thrown.
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