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Author:
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IGTN (talk)
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Date Created:
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28 Dec 2010
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Status:
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First Draft
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Editing:
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Mechanical changes on talk, please
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Deep Breath [Dragon]
You can take a deep breath to make a very destructive breath weaponPrerequisites: Breath Weapon, Character level 8+Benefit: As a full-round action, you may take a deep breath. You must be able to breathe the local atmosphere to do this. On your next turn, you must take a standard action to use your breath weapon. For most dragon types, this behaves as normal but with doubled range or widened (lines to cones, cones to bursts centered on but excluding you), your choice, and deals 2d12 damage per hit die. Its save DC is increased by 4. You cannot take a deep breath again for twice your normal breath weapon cooldown. Also, your deep breath adds another effect depending on its damage type:
- Acid: Cones of acid leave affected creatures nauseated for 1d4 rounds (fortitude partial: reduces duration to one round). Lines of acid leave globs of acid stuck to them, inflicting 1d6 damage per two character levels you have on them each round for 1d6 rounds.
- Cold: Creatures hit by Cold Breath are exhausted (Fortitude Partial: fatigued instead)
- Electricity: Creatures hit by Electric breath are magnetized, causing them to be entangled if wearing metal armor and take a -4 penalty to AC against ranged attacks and a -2 penalty to saves against spells. This lasts for the remainder of the encounter.
- Fire: Creatures hit by fire breath catch fire for 1d6 damage per two character levels you have each round until they put it out (reflex save DC as your normal breath weapon to put out).
If you cannot use your breath weapon on the turn following taking a deep breath, your deep breath is wasted.
Special: If you have the Exotic Dragon feat, you have different breath effects. Many of these replace damage:
- Death: Creatures caught in your breath weapon must make a fortitude save against your deep breath DC or die. On a successful save, they take your normal breath weapon damage (normally 1d6/level), but receive no save to reduce damage; if you have Improved Exotic Breath Weapon you may apply negative levels instead of doing damage. If you have any Necromantic feats, you may turn those killed into undead with those feats as a free action (you may create more undead you can control, and choose which ones will be controlled and which uncontrolled). If you have Improved Exotic Breath Weapon, you may create uncontrolled Wights. This replaces the highly damaging deep breath.
- Force: Creatures caught in your breath weapon take full damage as a deep breath and are subject to the Violent Thrust version of Telekinesis directly away from you, with no save. On a failed save, they are also subject to the Grapple version, which holds them down until they escape.
- Heart: Creatures caught in your breath weapon are Dominated until you next use this ability, will negates against your normal breath weapon DC. On a successful save, they instead take your normal breath weapon damage (normally 1d6/level). This replaces the highly damaging deep breath.
- Light: Creatures hit by your breath weapon take the full 2d12 damage/level and are blinded permanently on a failed save. All darkness effects in the area are dispelled automatically. Also, the area covered by your breath is lit up as by a Daylight spell in each square for 1d6 minutes. If you have Improved Exotic Breath Weapon, you may instead breathe a full-blown Prismatic Spray with the greater DC for being a deep breath, over the area your deep breath covers.
- Salt: Your breath weapon leaves a blowing dust storm of salt in a cylinder with a radius equal to half the length of a cone, a quarter the length of a line, or the radius of a burst, and half as high, centered along the line for the middle of the attack with you at the edge (line or cone) or at the center of the attack (burst). This behaves as an Acid Fog spell, except that it deals dessication damage instead, imposes a -4 penalty on Listen checks because of the high winds, and only lasts for 1d4+1 rounds.
- Sonic: Creatures affected by your breath weapon are permanently deafened and stunned for 1d4 rounds. On a successful save, they are deafened for 1d4 rounds and stunned for 1 round. This is in addition to the normal deep breath damage. All silence effects in the area are dispelled.
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