Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 11). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage.
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from these:
black & copper(Acid), blue & bronze(Lightning), Green (Poison), red, brass & gold (Fire), silver & white (Cold), amethyst (Force), crystal (Radiant), emerald (Psychic), sapphire (Thunder), topaz (Necrotic).
This determines the damage type for your other traits.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6+1) bludgeoning damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
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