Standard flask of lamp oil
To use an oil flask you must have it readied in hand just like any other weapon.
Throwing it is a standard action.
Smashing it in melee is a standard action.
Coating items, squares or creatures is a standard action.
If used without lighting beforehand the affected area or creature is coated in oil.
It will take an additional 1d4 fire damage if targeted directly with a fire power or effect.
If you wish to light it before using you must have a fire source. This can be torches, flint and steel, fire breath…. whatever.
It takes a standard action to prepare and successfully light it.
Anything directly hit or in a square effected takes 1d4 fire damage and ongoing 3 damage, save ends or until the end of your next turn, whichever is sooner.
If multiple flasks hit the same space or creature extend the ongoing damage by 1 turn per flask in addition to the first.
Lit or unlit squares are difficult terrain until fire consumes the oil (or is otherwise negated).
Fire from oil flasks only damages minions of level 5 or lower!
Objects or the environment could catch fire! Rule on the fly. DM discretion.
Use Dexterity as the base ability to attack.
VS ac of creatures, easy DC of environment (case specific).
Range is 5 / 10
If attack roll succeeds the creature or targeted space is coated.
If the target was a creature, only that creature is coated.
If the target was a square, only the square is coated.
No splash damage will occur outside or within the square.
If the attack misses roll 1d8+1d4
d8 is direction of scatter
d4 is # of squares from initial target
A missed attack that scatters into a square with a creature will hit that creature!
USED AS A MELEE WEAPON
Use Strength as the base attack (unless you have a feat etc, saying otherwise).
If lit when attack is made the attacker takes all effects as well as the target.
If unlit the attacker is coated as well as the target.
Oil can be washed/wiped off in a short or extended rest.
If an unlit coated weapon hits there is no effect.
If a lit coated weapon hits the target recieves +1d4 fire damage (no ongoing).
If an unlit coated weapon hits something that is a source of fire it receives +1d4 fire damage.
Once lit a coated weapon will stay lit until the end of your next turn.
Multiple coatings on metal weapons will not stay lit longer. Case by case for non metal.
Non metal weapons could catch fire and / or be consumed! Case by case basis.
Oil flasks are ubiquitous around the Realms.
Mostly used for the the purpose they were intended for, namely fuel for lamps. However some rather inventive sorts have used them in various other capacities, often as unlikely, though surprisingly useful, weapons.