Dragonborn & Green Dragon Breath Weapon

redkobold

Explorer
One of my players created a dragonborn and we were both a little puzzled that the green dragon poison breath weapon only did damage so I have house ruled the following tweaks. By the way, this tweak will also apply to a green dragon in the adventure (LMoP) that they will inevitably meet. Muha Muha Muwhahahahaha! Sorry.

Original:
Draconic Ancestry - Green Dragon - Acid Damage Type Breath Weapon 15' cone (Con. save)
2d6 damage, half damage on a successful Con. save.
Cannot be used again until after a short or long rest.


Homebrew:
Draconic Ancestry - Green Dragon - Acid Damage Type Breath Weapon 15' cone ([HI]Dex. save[/HI] and Con. save)
2d6 damage, half damage on a successful [HI]Dex. save.[/HI]
[HI]Poisoned condition (disadvantage on Attack rolls and Ability checks) until a successful Con. save.[/HI]
Cannot be used again until after a [HI]long[/HI] rest.

[HI]At higher level he can take an Enhanced Breath Weapon Feat that will also do 1d6 ongoing damage in addition to the Poisoned condition until the successful Con save. (The green dragon will already have this enhancement).[/HI]


Thoughts? Concerns?
 

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ChameleonX

Explorer
Yeah, dragons' breath weapons are pretty vanilla in this edition. It's kind of disappointing, really. Personally, I would modify all of them to have an additional effect while lowering the damage by 25%.

E.g.:

Acid Breath (Recharge 5 or 6)
The dragon exhales acid in a 120ft line that is 10ft wide. Each creature in that area must make a DC 22 Dexterity save or take 50 (11d8) acid damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is blinded for 1 minute. The creature can make a Constitution save at the end of each of its turns, ending the effect on itself on a successful save.

Cold Breath (Recharge 5 or 6)
The dragon exhales an icy blast in a 90ft cone. Each creature in that area must make a DC 22 Constitution save or take 54 (12d8) cold damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is rimed with a thick layer of ice. The creature's speed drops to 0, and it cannot benefit from bonuses to speed. The creature can use its action to free itself from the ice with a successful DC 22 Strength (Athletics) check, or can destroy the ice by attacking it. The ice has an AC of 10, 20 hit points, vulnerability to fire, and is immune to cold, poison, and psychic damage.

Fire Breath (Recharge 5 or 6)
The dragon exhales fire in a 90ft cone. Each creature in that area must make a DC 24 Dexterity save or take 70 (20d6) fire damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is set alight, taking 2d6 fire damage at the start of each of its turns. Any creature can use their action to dose the flames, ending the effect.

Lightning Breath (Recharge 5 or 6)
The dragon exhales lightning in a 120ft line that is 10ft wide. Each creature in that area must make a DC 23 Dexterity save or take 66 (12d10) lightning damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is dazed for 1 minute by the severe shock. While dazed, it grants advantage to all attackers, cannot take reactions, and has its speed reduced to 0. In addition, it can take either one action or one bonus action on its turn (not both). A creature can make a DC 23 Constitution save at the end of each of its turns, ending the effect early on a success.

Poison Breath (Recharge 5 or 6)
The dragon exhales poison gas in a 90ft. cone. Each creature in that area must make a DC 22 Constitution save or take 60 (17d6) poison damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is poisoned for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
 


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