You can unleash an overcharged version of your breath weapon as an action. When you use Bahamut's Judgement you do the following:
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Area: You simultaneously project a 60‑ft line (15 ft wide) ; you choose the line’s direction .
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Save: Each creature makes the normal breath saving throw (DC = 8 + your Con modifier + your proficiency bonus). On a success a creature takes half damage.
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Damage: Roll the breath weapon’s damage dice and double the total dice rolled, then apply resistances and vulnerabilities normally. Use the breath die progression below for the number of dice.
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Rider effects: On a failed save a creature takes the full damage and is pushed 15 ft away from you and knocked prone. If the save fails by 5 or more, the creature is also stunned until the end of its next turn.
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Use and cost: Once per long rest. After using Godzilla’s Maw you cannot use your normal breath weapon again until you finish a long rest. You also gain 2 levels of exhaustion (DM may substitute another significant cost if desired).
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Damage Scaling
Use the following dice totals for Godzilla’s Maw (these replace the normal single‑use dice roll; double the dice total when rolling):
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Levels 1–5: 6d10
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Levels 6–10: 8d10
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Levels 11–15: 10d10
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Levels 16+: 12d10
(If your table prefers parity with official breath scaling, reduce each tier by one die.)
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