Source: Elaris Unbroken
Prerequisites: Dragon's Breath feat, 6th Level
Your breath weapon gains a special bonus depending on your draconic heritage. If you have a breath weapon from a racial feature, this bonus applies to that breath weapon as well.
| Dragon Heritage | Breath Weapon Bonus |
|---|---|
| Black | Targets that fail their Saving Throw take 1d6 Acid damage at the beginning of each of its turns and it cannot Regain Hit Points for 1 Minute. The target can use an Action to remove the acid, or can wash it off with at least 1 gallon of water to end this effect early. |
| Blue | Targets that fail their Saving Throw cannot take Reactions for 1 Minute. The targets can make a Constitution Saving Throw at the end of each of their turns, ending the effect on a success. |
| Brown | Targets that fail their Saving Throw take 1d6 Acid damage at the beginning of each of its turns for 1 Minute and it is knocked Prone. The target can use an Action to remove the acid, or can wash it off with at least 1 gallon of water to end this effect early. |
| Gray | Targets that fail their Saving Throw have their Maximum Hit Points reduced by an amount equal to the Necrotic damage dealt, and you regain Hit Points equal to half the damage dealt. |
| Green | Targets that fail their Saving Throw are Blinded for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Purple | Targets that fail their Saving Throw cannot take Bonus Actions for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Red | Targets that fail their Saving Throw take 1d6 Fire damage at the beginning of each of its turns for 1 Minute. The target can use an Action to put out the fire, or can extinguish it with at least 1 gallon of water to end this effect early. |
| White | Targets that fail their Saving Throw have their Speed reduced by half for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Yellow | Targets that fail their Saving Throw are Poisoned for 1 Minute. The targets can make a Constitution Saving Throw at the end of each of their turns, ending the effect on a success. |
| Brass | Targets that fail their Saving Throw have Disadvantage on Attack Rolls for 1 Minute. The targets can make a Constitution Saving Throw at the end of each of their turns, ending the effect on a success. |
| Bronze | Targets that fail their Saving Throw have Disadvantage on Dexterity Saving Throws until the end of their next turn. |
| Copper | Targets that fail their Saving Throw take 1d6 Acid damage at the beginning of each of its turns and it cannot take Bonus Actions for 1 Minute. The target can use an Action to remove the acid, or can wash it off with at least 1 gallon of water to end this effect early. |
| Electrum | Targets that fail their Saving Throw are Deafened for 1 Minute and Knocked Prone. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Gold | Targets that fail their Saving Throw are Frightened for 1 Minute. The target can make a Wisdom Saving Throw at the end of each of their turns, ending the effect on a success. |
| Mercury | Targets that fail their Saving Throw have their Speed halved and cannot take the Dash Action for 1 minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success, |
| Platinum | Targets that fail their Saving Throw are Blinded and cannot take the Disengage Action for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Silver | Targets that fail their Saving Throw are Restrained until the end of their next turn. |
| Steel | Targets that fail their Saving Throw are Poisoned and cannot regain Hit Points for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Amber | Targets that fail their Saving Throw cannot take Reactions for 1 Minute. The targets can make a Constitution Saving Throw at the end of each of their turns, ending the effect on a success. |
| Amethyst | Targets that fail their Saving Throw are Pushed 15 feet and knocked Prone. |
| Crystal | Targets that fail their Saving Throw are Blinded and cannot take the Dodge Action for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Emerald | Targets that fail their Saving Throw are Charmed for 1 Minute. The target can make a Wisdom Saving Throw at the end of each of their turns, ending the effect on a success. |
| Obsidian | Targets that fail their Saving Throw take 1d6 Fire damage at the beginning of each of its turns for 1 Minute. The target can use an Action to put out the fire, or can extinguish it with at least 1 gallon of water to end this effect early. |
| Ruby | Targets that fail their Saving Throw are Frightened for 1 Minute. The target can make a Wisdom Saving Throw at the end of each of their turns, ending the effect on a success. |
| Sapphire | Targets that fail their Saving Throw are Deafened for 1 Minute. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on a success. |
| Topaz | Targets that fail their Saving Throw have their Maximum Hit Points reduced by an amount equal to the Negative Energy damage dealt. |
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