
Opening the archive

Opening the archive
Aspect Codex
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.
On this page
Breath Weapon has 42 powers ready for character sheets, including 40 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
40 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Breath Weapon has 42 powers ready for character sheets, including 40 with VTT hooks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Aska the White - Aska Wingkin
Wingkin Acolytes / Breath Weapon
Profile details are still being written.
Black Wingkin - Frod Wingkin
Dragonborn (Black) / Breath Weapon
Frod Wingkin is a black dragonborn rescued from the Vayne chapel rafters near Root Barrel Farm and returned toward Orval's farm.
Blue Wingkin - Valbrandt Wingkin
Dragonborn (Blue) / Breath Weapon
Valbrandt Wingkin is a blue dragonborn tied to Vithyrex Maze refugees, lightning-made glasswork, Orval's farm, and a questionable Byrash role among the Emrites.
Green Wingkin - Gott Wingkin
Dragonborn (Green) / Breath Weapon
Profile details are still being written.
Ooze the Green - Zhurnuuz Wingkin
Wingkin Acolytes / Breath Weapon
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
Dragonborn (Bronze) / Breath Weapon
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
Dragonborn (Red) / Breath Weapon
Helga Wingkin is a red dragonborn prisoner from Vithyrex's Maze who allies with Jonah, Vala, and Valbrandt before the Wingkin rescue thread is interrupted.
Starak the Red - Starak Wingkin
Wingkin Acolytes / Breath Weapon
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
Wingkin Acolytes / Breath Weapon
Profile details are still being written.
Vaelthar the Black - Vaelthar Wingkin
Wingkin Acolytes / Breath Weapon
Profile details are still being written.
Walter
Dragon / Breath Weapon
Walter is Victor Shaw's dragon companion, first seen as an egg from Exaba at VQU and later taken by Keredeth during the Smiteclaw Village captivity arc.
White Wingkin - Agnar Wingkin
Dragonborn (White) / Breath Weapon
Profile details are still being written.