In touching a creature, you imbue the breath of a dragon into them. They gain a new action, which recharges every hour, choosing from the options below. If the action mentions a saving throw, the save is your spell save DC. At your Dm's discretion, you can roll a d6 at the start of each of your turns, and the action recharges on a 6.
Acid Breath.
You exhale acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 16d8 acid damage on a failed save, or half as much damage on a successful one.
Lightning Breath.
You exhale lightning in a 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 16d8 lightning damage on a failed save, or half as much damage on a successful one.
Fire Breath.
You exhale fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 16d8 fire damage on a failed save, or half as much damage on a successful one.
Fire Cone.
You exhale fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 16d8 fire damage on a failed save, or half as much damage on a successful one.
Poison Cone.
You exhale poisonous gas in a 60--foot cone. Each creature in that area must make a Constitution saving throw, taking 16d8 poison damage on a failed save, or half as much damage on a successful one.
Cold Cone.
You exhale an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw, taking 16d8 cold damage on a failed save, or half as much damage on a successful one.
Sleep Breath.
You exhale sleep gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Repulsion Breath.
You exhale repulsion energy in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 60 feet away from you.
Slowing Breath.
You exhale gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Weakening Breath.
You exhale gas in a 60-foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Paralyzing Breath.
You exhale paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Nightmare Breath.
You exhale a cloud of spores in a 60-foot cone. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 13d8 psychic damage, and it is frightened of you for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scintillating Breath.
You exhale a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a Constitution saving throw, taking 13d8 radiant damage on a failed save, or half as much damage on a successful one. You then gain 25 temporary hit points by absorbing a portion of the radiant energy.
Desiccating Breath.
You exhale yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 13d8 necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.
Disorienting Breath.
You exhale a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, the creature takes 13d8 psychic damage, and until the end of its next turn, when the creature makes and attack roll or and ability check, it must roll a d8 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Moonlight Breath.
You exhale a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a Dexterity saving throw, taking 16d8 radiant damage on a failed save, or half as much damage on a successful one.
Debilitating Breath.
You exhale a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 13d8 thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.
Singularity Breath.
You create a shining bead of gravitational force in your mouth, then release the energy in a 60-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 13d8 force damage, and its speed becomes 0 until the start of your next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.
Cloud of Poison.
You exhale sticky poison in a line 90 feet long and 10 feet wide. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 poison damage and is covered in poison. A creature covered in poison takes 2d8 poison damage at the start of each of it's turn. A creature can use it's action to wipe the poison off of itself or another creature.
Elemental Breath.
You spit a small bead of either fire, ice, earth, or air to a point you can see within 60 feet of you. The bead then explodes in a burst of elemental energy. Each creature within 20 feet of that point must make a Dexterity saving throw, taking 16d8 fire, cold, bludgeoning, or thunder damage respectively on a failed save, or half as much on a successful one.
Sand Breath.
You breath a searing hot sandstorm into a 15-foot-radius, 30-foot-high cylinder within 60 feet of you. Each creature that starts it's turn in the storm, or moves through it must make a Constitution saving throw, taking 9d8 piercing damage and 3d8 fire damage on a failed save, or half as much damage on a successful one. The sandstorms area is heavily obscured for all creatures except for you, and the sandstorm lasts until the start of your next turn.
Petrifying Spray.
You exhale a caustic acid in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the creature must succeed on a Constitution saving throw or become restrained. It must repeat the saving throw at the end of it's next turn. On a success, the effect ends. On a failure, the creature is petrified. The affected area becomes dificult terrain, due to the acid hardening into stone.
Psychotropic Breath.
You exhale vapor in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save the creature takes 13d8 psychic damage and is stunned until the end of it's next turn. On a successful save, the creature takes half as much damage and is not stunned.
Force Pulse Breath.
You spit a volley of force bolts at a number of creatures within range. There are 8 bolts, each of which deal 2d8 force damage. Make an ranged spell attack for each of them, you can target a creature with more than one force bolt.
Black Frost Breath.
You exhale a blast of blackened frost in a 60-foot cone. All creatures in the area must make a Constitution saving throw. On a failed save, the creature takes 13d8 cold damage and is restrained in a block of ice. It can make a Strength check as an action on each of it's turns to attempt to escape. While restrained in this way, the creature has total cover and immunity to all damage, is blinded, and can't breath or attack creatures or cast a spell. On a successful save, the creature takes half as much damage and is not restrained.
Gravitic Breath.
You open your mouth, which becomes a source of immense gravity. The gravitational pull extends in a 60-foot cone, which lasts until the end of your next turn, or until you close your mouth. When a creature starts it's turn or enters(including if it is forced to move into the area or the area is moved to the creatures space) it must make a Strength saving throw. On a failed save, the creature takes 13d8 force damage and is pulled 40 feet towards you. On a successful save, the creature takes half as much damage and is only pulled 20 feet towards you.
Amber Breath.
You exhale molten amber in a 90-foot line that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 13d8 fire damage on a failed save, or half as much damage on a successful one. Creatures that failed this save are also covered in sticky amber, causing it to become restrained. It can make a Strength check as an action on it's turn, freeing itself or another creature on a success.
Cone of Sand.
You exhale a cloud of burning sand in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 13d8 fire damage and is blinded until the end of their next turn. On a successful save, the creature takes half as much damage and is not blinded.
Line of Magma.
You exhale a line of magma in a 30-foot line that is 5 feet wide. Each creature in that area must make a a Dexterity saving throw, taking 13d8 fire damage, or half as much damage successful save. The magma hardens seconds after it is exposed to air. Creatures that failed the Dexterity saving throw are stuck in the hardened magma and have their speed reduced to 0. Creatures stuck in magma can make a Strength check as an action on it's turn to attempt to escape the magma.
Cone of Obsidian Shards.
You exhale razor sharp shards of obsidian in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 16d8 piercing damage on a failed save, or half as much damage on a successful one.
Thunder Breath.
You let loose a thunderous roar in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 4d8 thunder damage and 4d8 force damage, is pushed 30 feet straight back, and is knocked prone. On a successful save, the creature takes half as much damage, and isn't pushed back or knocked prone.
Ice Breath.
You exhale ice crystals in a 90-foot line that is 10 feet wide. Each creature in that area must make a Dexterity saving throw, taking 7d8 cold damage and 7d8 piercing damage on a failed save, or half as much damage on a successful one. A creature that fails it's save by 5 or more has it's speed reduced by 10 until the end of it's next turn.
Magnetic Force Breath.
You exhale pulsating magnetic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 13d8 force damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. Creatures made of metal or wearing metal armor have disadvantage on this saving throw.
Perplexing Breath.
You exhale overwhelming magical energy in a 60-foot cone. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 13d8 psychic damage and is perplexed until the end of it's next turn. On a successful save, the creature takes half as much damage and is not perplexed. A perplexed creature can either move or take it's action on it's turn, not both.
Poison Breath.
You exhale poisonous breath in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 13d8 poison damage and cannot perceive you until the end of it's next turn. On a successful save, the creature takes half as much damage and can still perceive you.
Radiant Breath.
You exhale streams of radiant energy in a 60-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 13d8 radiant damage and is blinded until the end of it's next turn. On a successful save, a creature takes half as much damage and is not blinded.
Freezing Breath.
You exhale a breath of freezing cold in a 60-foot cone. Each creature in that area must make a Constitution saving throw, taking 8d8 cold damage on a failed save or half as much damage on a successful one. On a failed save the creature can't use reactions, its speed is halved, and it can't make more that one attack on each of it's turns. In addition, the creature can use either it's action or it's bonus action on its turns, not both. These effects last for 1 minute. The creature can repeat the saving throw at the ends of each of its turns, ending the effects on a success.
Confusion Breath.
You exhale gas in a 60-foot cone. Each creature in that area must make a Wisdom saving throw or fall under the effects of the confusion for 1 minute. A creature can repeat the saving throw at the ends of each of its turns, ending the effect on a success.
Confer with your Dm on which of these you can choose, or if their are more options available to you. I have based many of these options off of homebrew dragon's breath weapons, such as those from the 5e Draconomicon.
* - (10 pounds worth of dragon scales of the appropriate type, 1,000 gold worth of powdered minerals, 100 gold worth of incense, and an object which has been affected by the appropriate dragons breath, all of which are consumed)
Previous Versions
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