+4 to hit one target.
Hit: 1d4 fire damage at the start of each of the target's turns.
A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
+4 to hit one target.
Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +4 to hit one target.
On a Hit: The target is covered in a patch of green slime.
Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.
Green slime secretes acid and does 1d10 acid damage to any creature it comes into contact with. This damage continues on each of the creature’s turns until it uses an action to remove or destroy the slime. Green slime is doubly caustic to nonmagical wood and metal, doing 2d10 acid damage against objects of these types.
Green slime is vulnerable to and will be destroyed by fire, cold, radiant damage, sunlight or any disease curing magic.
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
25gp