THE FORCE OF NATURE The heart of a dragon is a furnace, a roiling maelstrom of raw elemental fury. A dragon’s breath weapon is only the barest release of this energy. The mightiest of wyrms of old could destroy cities and decimate armies simply by flying overhead, their mere presence precipitating cataclysm. The Force of Nature archetype emphasises this elemental energy, improving a dragon’s breath weapon and causing mayhem and destruction across a wide area.
DEVASTATION At 3rd level, when you use your breath weapon, lingering aftereffects continue to ravage the battlefield for up to 1 minute. During this time, when a creature within 30 feet of you hits you with an attack, you can use your reaction to cause a burst of elemental energy to erupt around them. The affected creature must make a saving throw, using the same ability and DC as if saving against your breath weapon. On a failure, the creature takes 2d6 damage of the same type as your breath weapon.! ! This damage increases to 3d6 at 11th level and 4d6 at 17th level.
PENETRATING BREATH At 7th level, your breath weapon ignores resistance to the damage type it deals.
BREATH WEAPON DEFENSE At 10th level, you become proficient with Dexterity saving throws.
BREATH WEAPON (+1/REST) At 10th level, you may use your Breath Weapon class feature one additional time between rests. This stacks with the number of uses granted by the ordinary Breath Weapon class feature.
VAST BREATH At 13th level, the length of your breath weapon’s area doubles. For example, a 15-foot cone becomes a 30-foot cone. A 30-foot line becomes a 60-foot line, but remains 5 feet wide. If you have multiple breath weapons, this change affects all of them.
CATACLYSM At 17th level, when you use your breath weapon, instead of the breath weapon’s usual area, you can unleash it in a 30 foot tall cylinder with a 30 foot radius centered on yourself. Only breath weapons that cause damage can be used in this way.! ! This area then becomes a cyclonic zone of elemental destruction for 1 minute. The nature of the zone reflects the damage type of your breath weapon, such as geysers of flame, clouds of toxic gas, pools of bubbling acid, an electrical storm, or a blizzard. The zone is lightly obscured.! ! While you are inside the zone, you can use an action on your turn to bombard it with elemental energy. All creatures within the zone must make a saving throw, including yourself. The ability score and DC of the saving throw are the same as that of your breath weapon. On a failure, a creature takes 4d6 damage of the same type as your breath weapon and is pushed 10 feet in a random direction. If you fail the saving throw, your Damage Immunity does not function against this damage, although your Damage Resistance works as usual.
DAMAGE IMMUNITY Also starting at 17th level, you are immune to the type of damage dealt by your breath weapon.
Art by Tom Fisherbach
DEVASTATION At 3rd level, when you use your breath weapon, lingering aftereffects continue to ravage the battlefield for up to 1 minute. During this time, when a creature within 30 feet of you hits you with an attack, you can use your reaction to cause a burst of elemental energy to erupt around them. The affected creature must make a saving throw, using the same ability and DC as if saving against your breath weapon. On a failure, the creature takes 2d6 damage of the same type as your breath weapon.! ! This damage increases to 3d6 at 11th level and 4d6 at 17th level.
PENETRATING BREATH At 7th level, your breath weapon ignores resistance to the damage type it deals.
BREATH WEAPON DEFENSE At 10th level, you become proficient with Dexterity saving throws.
BREATH WEAPON (+1/REST) At 10th level, you may use your Breath Weapon class feature one additional time between rests. This stacks with the number of uses granted by the ordinary Breath Weapon class feature.
VAST BREATH At 13th level, the length of your breath weapon’s area doubles. For example, a 15-foot cone becomes a 30-foot cone. A 30-foot line becomes a 60-foot line, but remains 5 feet wide. If you have multiple breath weapons, this change affects all of them.
CATACLYSM At 17th level, when you use your breath weapon, instead of the breath weapon’s usual area, you can unleash it in a 30 foot tall cylinder with a 30 foot radius centered on yourself. Only breath weapons that cause damage can be used in this way.! ! This area then becomes a cyclonic zone of elemental destruction for 1 minute. The nature of the zone reflects the damage type of your breath weapon, such as geysers of flame, clouds of toxic gas, pools of bubbling acid, an electrical storm, or a blizzard. The zone is lightly obscured.! ! While you are inside the zone, you can use an action on your turn to bombard it with elemental energy. All creatures within the zone must make a saving throw, including yourself. The ability score and DC of the saving throw are the same as that of your breath weapon. On a failure, a creature takes 4d6 damage of the same type as your breath weapon and is pushed 10 feet in a random direction. If you fail the saving throw, your Damage Immunity does not function against this damage, although your Damage Resistance works as usual.
DAMAGE IMMUNITY Also starting at 17th level, you are immune to the type of damage dealt by your breath weapon.
Art by Tom Fisherbach