Alchemist's Fire This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Attributes Damage 1d4 Damage Type Fire Item Type Adventuring Gear Properties Improvised Weapons Range 20/60 Save Dexterity Weight 1 The description asks for an attack roll and a dexterity check, but the fields ask for a Dexterity saving throw. Can the fields be modifed to use an attack, not save? Thanks!