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Greater Dragon's Breath in Dungeons & Dragons 5e

Greater Dragon's Breath [Heritage]

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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