You can expend a bonus action to consume a especific mineral of your choise, these minerals can modify your breath attack depending on their properties. This effect dissapear after 1 minute or after you use your breath attack.
The minerals you can consume are:
Amber: Thunder damage, if the affected creature fails a strength saving throw they get restrained by an sticky electric resin and have to do a strength check to get out or take 1d4 thunder damage each turn they can't get out.
Antimony: Pirceing damage, the terrain in a 15 ft cone in front of you is now filled with needle like cristals and becomes difficult terrain for 1 minute.
Asbestos: Force damage, You create a white mist of microscopic fibers, any creature that begins their turn there has to do a constitution saving throw, in a fail they suffer disadvantage in their attacks because of a violent cough.
Atunite: Radiant damage, the creatures affected glow in a sickly green, all attacks on them have advantage and they can't benefit from invisibility.
Cinnabar: Poison damage, if the afected creature fails a constitution saving throw they can't use reactions til the end of his next turn.
Halite: Cold damage, You inflict double damage to Ooze, plants and water creatures.
Magnetite: Force damage, the creatures in a 15 ft cone that have a metal armor are attracted 10 ft in your direction if they fail a strength saving throw.
Obsidian: Slashing damage, the affected creature takes 1d4 aditional damage at the start of their turn til they use an action to do a DC 10 Medicine check.
Quartz: Thunder damage, You generate a sonic chockwave, the creatures in a 30ft line in fron of you have to make a strength saving throw, in a fail they get pushed back 10 ft and are deafened for 1 round.
Scolecite: Pirceing damage, You exhale needle like cristals, the creatures affected need to make an dexterity saving throw, in a fail the needles get stuck on them reducing their CA in -1 until they use an action to get rid of them.
Ulexite: Psychic damage, You create 2 ilusory copies of yourself that last until the start of the next round and give the affected criatures disadvantage on their attacks against you.
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