A couple of weeks ago, I wrote up a dozen alternate dragon breath weapons to help reskin your dragon to make each one feel like a unique challenge (and to be honest, to encourage DMs to use dragons more frequently in their adventures).
d12 Random Dragon Breaths
- Temporal Assault (cone) – Those failing their save against this strange energy blast are sent forward in time 1d4+1 combat rounds (they disappear and reappear in that many rounds in exactly the place and condition they left in – if they would appear within someone or something else, they are shunted aside until they can appear somewhere “safe”).
- Steam (cloud)
- Disintegration (line) – Treat as normal dragon breath, but those who fail their save and are reduced to zero or fewer hit points are completely disintegrated. Anyone making their save but still being reduced to -20 or lower are also disintegrated. Inanimate objects treat the breath weapon as the disintegrate spell.
- Mental Anguish (cone) – Wisdom bonuses are applied on saving throws against this breath weapon. Those failing the save are also stunned for 1 round.
- Vile Poison (line)
- Searing Light (line) – Deals double damage against undead, shadows and similar creatures. Goblins and other creatures sensitive to light suffer a -2 penalty on saving throws.
- Spellwrack (cone) – This blast of energy is particularly devastating against spellcasters and magical creatures like golems, unicorns, and other dragons. These targets suffer a -4 penalty on saving throws, and if they fail their saves, they also lose the ability to cast spells or use magical abilities for 1d6 hours.
- Ill Fortune (cone) – Deals half the normal damage, but those who fail their saves are also subject to a curse from the random curse table.
- Chaos (cone) – Deals damage mixed of cold, heat, electricity, sound and pure magic. Resistance to any one of these provides no reduction to the damage, but a +2 bonus on saving throws against the breath weapon. Lawful victims suffer a -4 penalty on their saving throw.
- Amber (line) – Deals half the normal damage. Those failing their saving throws are sealed in amber for 1d6 turns, which is treated as being held by a hold monster spell.
- Incorporeal (cone) – This cone strikes through any cover or obstacle, further, any creature that is ethereal, astral, or otherwise out of phase within the area of effect that fails it’s save becomes fully material in the plane of the dragon for 1d8 turns.
- Law (line) – Deals force damage, chaotic victims suffer a -4 penalty on their saving throws. Targets failing their saves are stunned for 1d3 rounds.