Prerequisite: Dragonborn, Level 10
You call upon your ancient draconic ancestors to turn your breath into an incredibly potent liquid form.
Your breath weapon changes from an elemental energy into an elemental liquid. This new breath weapon gains additional effects based off of your draconic ancestry. If it doesn't already, your breath weapon now counts as magic damage for the purpose of overcoming non-magical resistances.
| Draconic Ancestry | Effect | Range |
|---|---|---|
| Black | If a creature fails the saving throw, it will be coated with the acid you just spewed onto them. It takes 2d6 acid damage for 1d4 turns or until it washes the acid off. | 15 ft. cone (Dex. save) |
| Blue | If a creature fails the saving throw, the increased conductivity of your liquid breath deals an extra 1d4 lightning damage for each metal item it is carrying. | 5 by 30 ft. line (Dex. save) |
| Brass | If a creature fails the saving throw, it is placed under the effects of Heat Metal for one turn. | 10 ft. radius (Dex. save) |
| Bronze | If a creature fails the saving throw, it receives an incredible amount of static charge. You can choose to unleash this charge in all current enemies with a bonus action, dealing 2d6 lightning damage to it and every creature within 5ft. | 15 ft. cone (Dex. save) |
| Copper | If a creature fails the saving throw, it will be coated with the acid you just spewed onto them. It takes 1d6 acid damage for 2d4 turns or until it washes the acid off. | 15 ft. radius (Dex. save) |
| Gold | The breath weapon creates a difficult terrain of burning hot napalm. Any creature standing or entering the difficult terrain takes 2d6 fire damage each turn it remains. | 15 ft. cone (Con. save) |
| Green | If an enemy fails the saving throw, they are knocked unconscious for 1d8 turns, or until they are hit. | 15 ft. cone (Con. save) |
| Red | If a creature fails the saving throw, it is set on fire. It takes 1d6 fire damage for 2d4 rounds or until it puts the fire out. This damage overcomes natural fire resistances. | 15 ft. cone (Dex. save) |
| Silver | The breath weapon creates icy terrain. Creatures use movement at double costs and must make a DC 10 Dexterity (Acrobatics) Check or fall prone when moving across this terrain. | 20 ft. cone (Con. save) |
| White | If an enemy fails the saving throw, they are frozen for 1d6 turns. This paralyses them until the duration ends, they are next to a heat source for a turn, or if they are hit with fire damage. | 10 ft. cone (Con. save) |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/29/2024 2:50:57 AM
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4
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1
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Coming Soon
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