Aspect Codex
Breath Weapon
Breath Weapon is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Breath Weapon defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Spark Breath
Exhale a small burst of elemental force. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Creatures in the cone must make a DEX save, taking 4 (1d6) damage of the chosen type on a failed save, or half as much on a success.
Focused Exhale
Exhale a focused blast at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d6) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power. If the target is within 10 ft. of you, you may push it 5 ft. on a hit.
Elemental Breath
Exhale destructive breath in a cone. Choose acid, cold, fire, lightning, poison, or thunder when you learn this power. Creatures in the cone must make a DEX save, taking 9 (2d8) damage of the chosen type on a failed save, or half as much on a success.
Line Breath
Exhale your breath as a narrow line. Creatures in the line must make a DEX save, taking 9 (2d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power, on a failed save, or half as much on a success.
Lingering Breath
Exhale a lingering cloud of breath-energy. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Creatures in the cone must make a CON save, taking 7 (2d6) damage of the chosen type on a failed save, or half as much on a success. The area remains lightly obscured until the start of your next turn.
Roaring Exhale
Release a forceful roar. Creatures of your choice in the emanation must make a STR save or be pushed 5 ft. away from you. A creature that fails by 5 or more is also unable to take reactions until the start of its next turn.
Sweeping Breath
Exhale a wider cone of elemental breath. Creatures of your choice in the cone must make a DEX save, taking 14 (3d8) damage of your breath type on a failed save, or half as much on a success.
Focused Line
Exhale a concentrated line of breath. Creatures in the line must make a DEX save, taking 14 (3d8) damage of your breath type on a failed save, or half as much on a success. If only one creature is in the line, it takes an additional 1d8 damage on a failed save.
Smoldering Ground
Exhale breath that clings to the ground. The area becomes hazardous terrain until the start of your next turn. A hostile creature that enters the area for the first time on a turn or starts its turn there takes 7 (2d6) damage of your breath type.
Frightful Breath
Exhale with draconic menace. Hostile creatures of your choice in the emanation must make a WIS save or have disadvantage on attack rolls until the start of your next turn.
Greater Breath
Exhale a stronger blast of breath. Creatures of your choice in the cone must make a DEX save, taking 18 (4d8) damage of your breath type on a failed save, or half as much on a success. A creature that fails the save cannot take reactions until the start of its next turn.
Split Breath
Split your exhalation into two 15-ft. cones originating from points you can see within range. Each cone must use the same breath type. Creatures of your choice in a cone must make a DEX save, taking 14 (3d8) damage on a failed save, or half as much on a success. A creature caught in both cones saves only once and takes damage only once.
Lingering Cloud
Create a 20-ft. radius cloud of breath-energy centered on a point within range. Choose your breath type. The area is lightly obscured. A hostile creature that enters the area for the first time on a turn or starts its turn there must make a CON save, taking 10 (3d6) damage on a failed save, or half as much on a success.
Stunning Roar
Release a stunning roar. Hostile creatures of your choice in the emanation must make a WIS save. On a failed save, a creature is stunned until the start of your next turn. On a successful save, it cannot take reactions until the start of its next turn.
Devastating Breath
Exhale a devastating breath. Creatures of your choice in the cone must make a DEX save, taking 28 (5d10) damage of your breath type on a failed save, or half as much on a success. On a failed save, a creature’s speed is halved until the end of its next turn.
Sweeping Line
Exhale a long sweeping line. Creatures in the line must make a DEX save, taking 28 (5d10) damage of your breath type on a failed save, or half as much on a success.
Burning Field
Exhale lingering energy across the ground. Choose your breath type. Hostile creatures treat the emanation as difficult terrain. A hostile creature that enters the area for the first time on a turn or starts its turn there takes 14 (3d8) damage of your breath type.
Dragon’s Challenge
Roar with draconic authority. Hostile creatures of your choice in the emanation must make a WIS save. On a failed save, a creature has disadvantage on attack rolls against creatures other than you while it can see or hear you. A creature repeats the save at the end of each of its turns, ending the effect on a success.
Overwhelming Breath
Exhale overwhelming breath. Creatures of your choice in the cone must make a DEX save, taking 33 (6d10) damage of your breath type on a failed save, or half as much on a success. On a failed save, the target also suffers the rider associated with your breath type until the end of its next turn: acid -2 AC; cold speed halved; fire ignites for 1d10 fire damage; lightning no reactions; poison poisoned; thunder knocked prone.
Piercing Line
Exhale a piercing line of breath that tears through defenses. Creatures in the line must make a DEX save, taking 33 (6d10) damage of your breath type on a failed save, or half as much on a success. This breath ignores half cover.
Breath Wall
Create a wall of lingering breath-energy up to 40 ft. long, 20 ft. high, and 5 ft. thick. Choose your breath type. When a hostile creature enters the wall for the first time on a turn or starts its turn there, it must make a CON save, taking 18 (4d8) damage on a failed save, or half as much on a success.
Thunderous Roar
Release a thunderous roar. Hostile creatures of your choice in the emanation must make a STR save, taking 22 (4d10) thunder damage on a failed save, or half as much on a success. On a failed save, a creature is also knocked prone.
Relentless Breath
Your breath weapon ignores resistance to its chosen damage type unless the resistance is divine, artifact-grade, or story-protected. When you roll damage for a Breath Weapon power, reroll one damage die and use the higher result.
Piercing Exhale
Exhale a focused line that punches through cover. Creatures in the line must make a DEX save, taking 8d8 damage of your breath type on a failed save, or half damage only on a success. Half cover does not benefit this save.
Lingering Inferno
Create a lingering 20-ft. radius hazard of your breath type within range. Creatures that enter the area for the first time on a turn or start there must make a CON save, taking 4d8 damage on a failed save, or half on a success.
Frightful Presence
After using a Breath Weapon power, hostile creatures of your choice in the emanation must make a WIS save or become frightened until the end of their next turn. A creature that succeeds is immune to this power for 24 hours.
Draconic Pressure
Your breath weapon DC increases by 1. Creatures that fail a save against your Breath Weapon powers cannot take reactions until the start of your next turn.
Split Cataclysm
Exhale two separate breath shapes, each a 60-ft. line or 30-ft. cone. Creatures in either area must make a DEX save, taking 7d8 damage of your breath type on a failed save, or half on a success. A creature caught in both areas saves once and takes damage only once.
Choking Miasma
Create a 30-ft. radius cloud of your breath type. The area is lightly obscured. Hostile creatures that start their turn there must make a CON save, taking 5d8 damage and becoming unable to speak until the start of their next turn on a failed save.
Staggering Roar
When a creature within range succeeds on a save against your Breath Weapon power, force it to reroll the save. It must use the new result. If it fails, it is also knocked prone or pushed 10 ft.
Ancient Breath
Exhale an ancient breath as a 120-ft. cone or 300-ft. line. Creatures in the area must make a DEX or CON save, chosen when used, taking 14d8 damage of your breath type and suffering a rider appropriate to that type on a failed save, or half damage only on a success.
Breath Avatar
Become wreathed in the power of your breath. For the duration, you gain resistance to your breath type, your Breath Weapon powers deal extra damage equal to your CON modifier, and you may hover 10 ft. while exhaling.
World-Scarring Exhale
Exhale across a 60-ft. radius area within range. The terrain is scarred by your breath type, becoming difficult terrain and hazardous. Creatures that enter or start there take 3d8 damage of your breath type. The hazard can be cleared by powerful magic or extensive work.
Shaped Exhalation
When you use a Breath Weapon power, reshape it after seeing who would be affected. You may exclude creatures equal to your CON modifier, change a cone into a line or line into a cone of equivalent reach, or bend the breath around one corner.
Chain Breath
Exhale at one creature within range. It must make a DEX save, taking 12d10 damage of your breath type on a failed save, or half on a success. The breath then jumps to up to five additional creatures within 60 ft. of a previous target.
World Scorch
Release a world-scorching breath. Creatures in the cone must make a DEX save, taking 16d10 damage of your breath type and becoming blinded, restrained, poisoned, slowed, or knocked prone as appropriate on a failed save, or half damage only on a success.
Unyielding Roar
When a creature damages, grapples, restrains, frightens, or silences you, unleash a defensive roar. The triggering creature must make a WIS save or be frightened and deafened until the end of its next turn.
Absolute Miasma
Your breath becomes a surrounding catastrophe. Hostile creatures in the emanation must make a CON save when they start their turn there, taking 8d8 damage of your breath type and losing reactions until their next turn on a failed save, or half damage only on a success.
Primal Dragon Breath
Exhale a mythic breath as a 300-ft. cone, 1-mile line, or 120-ft. radius storm centered within 300 ft. Creatures of your choice in the area must make a DEX or CON save, taking 20d10 damage of your breath type on a failed save, or half on a success.
Perfect Exhalation
For the duration, your Breath Weapon powers ignore resistance, treat immunity as resistance unless divine or artifact-grade, and can be shaped to spare any creatures you choose. Your breath cannot be silenced by effects below Tier 10.
Endless Miasma
Create a regional cloud, storm, ashfall, frostfront, poison haze, thunder pressure, or radiant glare of your breath type. The region becomes hazardous to hostile creatures and grants chosen allies resistance to your breath type.
Sovereign Roar
Declare a mythic breath tied to a dragon, army, city, fortress, plague, divine beast, storm, or elemental disaster. Define its principle with the GM: the breath that ends a siege, the roar that scatters a kingdom, or the exhale that changes the weather forever. It can be opposed only by Tier 10 elemental mastery, divine intervention, artifact protection, or a story condition set when declared.
Characters With This Aspect
Aska the White
Aska Wingkin
Imported character from the Character Data sheet.
Black Wingkin
Frod Wingkin
Imported character from the Character Data sheet.
Blue Wingkin
Valbrandt Wingkin
Imported character from the Character Data sheet.
Green Wingkin
Gott Wingkin
Imported character from the Character Data sheet.
Ooze the Green
Zhurnuuz Wingkin
Zhurnuuz Wingkin, known as Ooze the Green, is a green dragonborn sorcerer and acolyte of the Wingkin line, where blood, breath, and doctrine twist together into something corrosive. His power manifests through a toxic breath weapon and the patient cruelty of one who understands poison as both element and philosophy. Chaotic Evil by nature, Zhurnuuz does not rush to overwhelm when he can seep into weakness, erode trust, and let fear spread before the strike. Among the Wingkin Acolytes, he is less a blunt instrument than a living toxin: visible only after the damage has already begun.
Professor Myrex
Krildan Myrex
Krildan Myrex, known as Professor Myrex, is a bronze dragonborn transmutation specialist whose academic disgrace became the Road Warriors’ advantage. Once a Von Queef University faculty member respected for material reshaping theory, Myrex was quietly dismissed after controversial mutability experiments and apprentice disappearances. Under Dr. Malevolus Krane, that same rigor now fuels Boost enhancement, biological destabilization, and mutation-cell operations. Clinical, precise, and Neutral Evil, Myrex treats bodies like arguments waiting to be revised. The tragedy is not that he abandoned scholarship; it is that he still believes this is scholarship.
Red Wingkin
Helga Wingkin
Imported character from the Character Data sheet.
Starak the Red
Starak Wingkin
Stardust — Josette Martinique is a faerie illusionist and former VQU student whose witness to Orlandus’s murder became part of the campus trauma that launched the Martinique sisters toward Velvet Cross and Centrum Security Force power. Her relevance centers on Angelique, Rice Hands, and the way elegance, survival, and social access turned early VQU violence into later institutional influence.
Thazuun the Blue
Thazuun Wingkin
Imported character from the Character Data sheet.
Vaelthar the Black
Vaelthar Wingkin
Imported character from the Character Data sheet.
Walter
Walter
Imported character from the Character Data sheet.
White Wingkin
Agnar Wingkin
Imported character from the Character Data sheet.