Dragon’s breath created a disembodied dragon head that breathed forth an enormously damaging fireball that only affected enemies and will throw them backward. Like similar spells, it could only be learned by a strong mage or sorcerer, and no scrolls existed of it.
You touch one willing creature and imbue it with the facility to spew magical energy from its mouth, provided it’s one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type during a 15-foot cone. Each creature in this area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
5e Dragon’s Breath
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M
- Duration: Concentration, up to 1 minute
- Scales: Yes
- Casters: Sorcerer, Wizard
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.
You gain a breath weapon resembling that of a dragon. once you cast this spell, you decide on both the form and energy kind of the breath weapon, from the subsequent options: line (acid, electricity, or fire) or cone (acid, cold, or fire). A line is 5 feet high, 5 feet wide, and 60 feet long, while a cone is 30 feet long, 30 feet high, and 30 feet wide. Once you create the choice of shape and energy type, it’s fixed for the duration of the spell.
Using your breath weapon may be a standard action. The breath weapon deals 3d6 points of injury of the chosen energy type, plus a further 1d6 points of harm for every two levels above 5th (to a maximum of 10d6 at 19th level). Targets within the area may attempt a Reflex but half damage.
You can use this breath weapon up to 3 times during the spell’s duration (plus one additional use per two levels above 5th). After using this breath weapon, you cannot use it again for 1d4+1 rounds. (Using this breath weapon has no effect on your ability to use other breath weapons you would possibly have, and vice versa). You cannot have quite one dragon breath spell active at a similar time.
Even though using your breath weapon poses no danger to you, you do not gain any resistance or immunity to the energy sort of the weapon.
Spells you cast is that the key here. If you cast the spell the adept feature is grandfathered into whoever you cast it on as they are not casting the spell just activating it. It’s like Call Lightning you cast the spell and consider it but past the initial casting, the spell is just maintained and activated at will. So if the basic adapt is concentrating on the spell whoever is enjoying the effect gets the bonus.
Dungeon Master is focus first on the vivid scenario, keeping the mechanics of the game secondary. My role is to assist the players to tell the story of their characters, and when it involves a deadly dragon’s breath, the story is there during a lot of trouble. I find that even experienced players who know their Monster Manuals get drawn in and more easily put themselves in their character’s boots when things come alive in their imagination.