Sardior's Lineage Image
Prerequisite: Draconic Lineage
 

You have the blood of Sardior, the Ruby Dragon King flowing through your veins. As such you gain +2 to AC, and ruby scales that glimmer a ruby red color. You gain resistance to 1 effect of your choice. This feat allows the use of one breath weapon per long rest; you can choose from the following by rolling dice (3d6):

  • (3-4) Amethyst Dragon Breath: The Caster exhales a Crystal lozenge about 6 inches in diameter, which lands at a point the creature can see within 90 feet of it. The Crystal then explodes, filling a sphere with a diameter of 30 feet with waves of concussive force. Each creature in the area must make a DC Strength saving throw against the casters spell DC, taking 14 (6d6) force damage on a failed save, or half as much damage on a successful one. In addition, creatures that fail the save are also knocked prone. If the creature fails the save by more than 2 or more, it is also stunned until the end of the casters next turn. 
  • (5-6) Crystal Dragon Breath: The Caster exhales a cloud of glowing shards in a 30 foot cone. The surface of the cone sheds bright light in a 30 foot radius, and dim light an additional 30 feet. Each creature in the cone's area must make a DC Constitution saving throw against the casters spell DC, taking 16 (8d4) radiant damage on a failed saving throw, or half as much damage on a successful one. Creatures that fail the saving throw also suffer disadvantage on attack rolls and Wisdom (Perception) checks for 1 minute. Creatures that fail the save by 2 or more are instead blinded for the same duration. A creature may repeat the saving throw against either effect at the end of each of its turns, ending the effect on a successful save.
  • (7-8) Emerald Dragon Breath: The Caster expels a piercing sonic shriek in a sphere 30 foot in diameter, centered on the dragon. Each creature in the area must make a DC Constitution saving throw against the casters spell DC, taking 14 (6d6) thunder damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is deafened for 1 minute. A creature that fails by 2 or more is instead knocked unconscious for 1 minute, or until it takes any damage. A creature may repeat the save at the end of each of its turns, ending the effects on a successful save.
  • (9-10) Sapphire Dragon Breath: The Caster expels a burst of hypersonic waves that affect the minds of each creature within 30 feet. Each of those creatures must make a DC Wisdom saving throw against the casters spell DC, taking 16 (8d4) psychic damage on a failed save, or half as much on a successful one. In addition, a creature that is not deafened is also frightened for 1 minute on a failed saving throw. A creature that fails the save by 2 or more is Turned for 1 minute instead. The creature may repeat the save at the end of each of its turns, ending the effect on itself on a successful save.
  • (11-12) Topaz Dragon Breath: The Caster Exhales a blast of dehydration in a 30 foot cone. Each creature in the area must make a DC Constitution saving throw, taking 16 (8d4) necrotic damage on a failed saving throw, or half as much damage on a successful one. Plant and water elementals have disadvantage on this saving throw. In addition, a creature that fails the save suffers disadvantage on attack rolls, ability checks, and saving throws using Strength for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. However, creatures who failed the saving throw by 2 or more have their Strength score reduced by 1d4. Lost points of Strength recover at a rate of 2 per long rest completed. A creature reduced to 0 Strength by this effect dies. If the Caster directs its breath weapon against normal water, either mundane or magical, this ability instead functions like the Destroy Water effect of the Destroy Water spell, as if cast at a level equal the the casters proficiency bonus.f
  • (13-18) Obsidian Dragon Breath: The Caster uses one of the following three breath weapons based on the roll of a die (2d6): (13-14) Black Frost- The Caster exhales black frost in a 30 foot cone. Each creature in the area must make a DC Constitution save against the casters spell DC, taking 8 (2d6) acid damage and 8 (2d6) cold damage on a failed saving throw, or half as much on a successful one. (15-16) White Fire- The Caster exhales white flames in a 30 foot line that is 5 feet wide. Each creature in the area must make a DC Dexterity saving throw against the casters spell DC, taking 8 (2d6) fire damage and 8 (2d6) lightning damage on a failed save, or half as much on a successful one. (17-18) Entropic Web- The Caster spits a web of crackling entropic energy that falls in a 30 foot square area within 60 feet. Each creature in the area must make a DC Strength saving throw against the casters saving throw or be caught in the web. On a failed saving throw, a creature is restrained. The web can be attacked (AC 5, 25 HP, immunity to acid, cold, fire, poison, and necrotic damage) and is destroyed when it hits o hit points. Otherwise, the creature can free itself or another creature by using its action to make a successful DC 10 Strength (Athletics) check.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

This feat can be taken as many times as you wish, each time giving you the ability to use a breath weapon once per day.

Sardior's Lineage Image

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