Breath Weapon
Breath Weapon shapes a character's supernatural focus, training, and power set.
Power index
Breath Weapon Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
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.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- 1d6
- Type
- Acid / Cold / Fire / Lightning / Poison / Thunder
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (15-ft. cone)
- Duration
- Instant
- Effect
- 1d6
- Type
- Acid / Cold / Fire / Lightning / Poison / Thunder
- Save
- DEX
Tier 1
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (15-ft. cone)
- Duration
- Instant
- Effect
- 2d8
- Type
- Chosen Element
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30-ft. line)
- Duration
- Instant
- Effect
- 2d8
- Type
- Acid / Cold / Fire / Lightning / Poison / Thunder
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (15-ft. cone)
- Duration
- 1 Round
- Effect
- 2d6
- Type
- Acid / Cold / Fire / Lightning / Poison / Thunder
- Save
- CON

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (15 ft.)
- Duration
- Instant
- Type
- Thunder / Force
- Save
- STR
Tier 2
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60-ft. line)
- Duration
- Instant
- Effect
- 3d8 + 1d8
- Type
- Breath Type
- Save
- DEX

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (15 ft.)
- Duration
- 1 Round
- Type
- Fear
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (15-ft. cone)
- Duration
- 1 Round
- Effect
- 2d6
- Type
- Breath Type

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30-ft. cone)
- Duration
- Instant
- Effect
- 3d8
- Type
- Breath Type
- Save
- DEX
Tier 3
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30-ft. cone)
- Duration
- Instant
- Effect
- 4d8
- Type
- Breath Type
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 3d6
- Type
- Breath Type
- Save
- CON

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 3d8
- Type
- Breath Type
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (15 ft.)
- Duration
- Instant
- Type
- Thunder
- Save
- WIS
Tier 4
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Effect
- 3d8
- Type
- Breath Type

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60-ft. cone)
- Duration
- Instant
- Effect
- 5d10
- Type
- Breath Type
- Save
- DEX

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Type
- Fear
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (100-ft. line)
- Duration
- Instant
- Effect
- 5d10
- Type
- Breath Type
- Save
- DEX
Tier 5
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 4d8
- Type
- Breath Type
- Save
- CON

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60-ft. cone)
- Duration
- Instant
- Effect
- 6d10
- Type
- Breath Type
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (120-ft. line)
- Duration
- Instant
- Effect
- 6d10
- Type
- Breath Type
- Save
- DEX

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 4d10
- Type
- Thunder
- Save
- STR
Tier 6
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Effect
- 30 ft.
- Type
- Fear / Breath
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 4d8
- Type
- Chosen Breath
- Roll
- Attack
- Save
- CON

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.
- Action
- Action
- Use
- At-Will
- Range
- 120-ft. line
- Duration
- Instant
- Effect
- 8d8
- Type
- Chosen Breath
- Roll
- Attack
- Save
- DEX

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- 1 die
- Type
- Breath / Mastery
- Roll
- Attack
Tier 7
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- 1 Minute
- Effect
- 5d8
- Type
- Chosen Breath
- Roll
- Attack
- Save
- CON

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- +1 DC
- Type
- Breath / Control
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 7d8
- Type
- Chosen Breath
- Roll
- Attack
- Save
- DEX

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.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- Reroll
- Type
- Breath / Roar
Tier 8
4
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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self
- Duration
- Instant
- Effect
- 14d8
- Type
- Chosen Breath
- Roll
- Attack
- Save
- DEX / CON
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- CON
- Type
- Breath / Avatar
- Roll
- Attack

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- CON targets
- Type
- Breath / Shaping

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.
- Action
- Action
- Use
- At-Will
- Range
- 300 ft.
- Duration
- 24 Hours
- Effect
- 3d8
- Type
- Chosen Breath / Terrain
- Roll
- Attack
Tier 9
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 8d8
- Type
- Chosen Breath
- Roll
- Attack
- Save
- CON

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 300 ft.
- Duration
- Instant
- Effect
- 12d10
- Type
- Chosen Breath
- Roll
- Attack
- Save
- DEX

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.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Fear / Roar
- Save
- WIS

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (120-ft. cone)
- Duration
- Instant
- Effect
- 16d10
- Type
- Chosen Breath
- Roll
- Attack
- Save
- DEX
Tier 10
4
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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (1 mile)
- Duration
- 1 Hour
- Effect
- 1 mile
- Type
- Regional / Breath
- Roll
- Attack
- Save
- CON

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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Breath / Mastery
- Roll
- Attack

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.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self
- Duration
- Instant
- Effect
- 20d10
- Type
- Chosen Breath
- Roll
- Attack
- Save
- DEX / CON

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.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Breath / Story
- Roll
- Varies
- Save
- Varies
