The ancient dragon soul within you stirs. You can awaken a primordial draconic aspect, shaping your breath and blade in its image.
Draconic Awakening. As a bonus action, you awaken one draconic aspect of your choice (see below). The awakening lasts for 1 minute. It ends early if you are incapacitated.
While awakened:
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You gain resistance to the aspect’s associated damage type.
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Once on each of your turns when you hit with a weapon attack, you deal an extra 1d6 damage of that type.
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You can exhale destructive energy as an action, using the chosen aspect’s Breath weapon (detailed below). Once you use this Breath, you can’t use it again until you finish a long rest.
Breath Save DC = 8 + your proficiency bonus + your Constitution or Charisma modifier (your choice)
Once you use Draconic Awakening, you can’t do so again until you finish a long rest.
Draconic Aspects
When you awaken, choose one of the following:
Ember Sovereign
Aspect of Cinder and Ruin
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Damage Type: Fire
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Breath: 30-foot cone (Dexterity save)
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Effect: 4d6 fire damage, half on a success.
Rime Tyrant
Aspect of Endless Winter
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Damage Type: Cold
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Breath: 30-foot cone (Dexterity save)
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Effect: 4d6 cold damage, half on a success.
Storm Ascendant
Aspect of the Shattered Sky
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Damage Type: Lightning
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Breath: 30-foot line, 5 feet wide (Dexterity save)
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Effect: 4d6 lightning damage, half on a success.
Verdant Cataclysm
Aspect of Corrosion and Collapse
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Damage Type: Acid
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Breath: 30-foot line, 5 feet wide (Dexterity save)
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Effect: 4d6 acid damage, half on a success.
Grave Exhalation
Aspect of Withering Dominion
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Damage Type: Poison
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Breath: 30-foot cone (Constitution save)
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Effect: 4d6 poison damage, half on a success.
Scaling: The Soul Unfolds
12th Level — Deepening Awakening
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Breath damage increases to 5d6.
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The extra weapon damage increases to 2d6.
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When you use your Breath, you may choose whether it is a 30-foot cone or a 30-foot line (5 feet wide), regardless of aspect.
18th Level — Concordant Convergence
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Breath damage increases to 6d6.
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When you awaken an aspect, you may choose two aspects instead of one:
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You gain resistance to both damage types.
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Once on each of your turns, your weapon deals an extra 1d6 damage of each type (instead of 2d6 of one type).
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Your Breath weapon uses only one of the chosen aspects (your choice when used).
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