The normal breath Weapon: You can use your action to exhale destructive energy. Your Draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
Breath of Tiamat: You can use your action to grow 4 temporary heads that match the different colors and exhale the destructive energy of a god. The shape is a 30ft cone, and the damage types are all the variants of Tiamats heads(including yours)
When you use your breath of Tiamat, each creature in the area of the exhalation must make a saving throw to only take half of the damage. After the first saving throw, each creature have to make another five saving throws, to see if they got a status effect from the following Draconic Ancestries. The DC for this saving throw equals 10 + your Constitution modifier + your Proficiency Bonus. That means the creatures in the breath each have to roll six saving throws, one for half damage and five for Removel of status effects from the different breaths. A creature takes 5d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 8d6 at 15th level, 11d6 at 18th level, and 15d6 at 20th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest. Except for level 20 when you can use it two times before long or short rest.
Status effects per head
Fire(take burning ticks of 1d4 fire damage every time its your turn)
Poison(Get the poisened status effect)
cold(your movement speed is halved, if already halved, you are frozen solid and cant move until you make the safe)
Lightning(Be knocked prone, if in water, the shock knocks them prone no matter what)
Acid(remove 2 AC)
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