Transmutation Level 2
STANDARD
Casting Time 1 bonus action
Range Touch
Components V, S, M
Duration Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has 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 in a 15-foot cone. Each creature in that 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Components. A hot pepper.
Spell Variants & Exotic Components – level 2
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
The layout is made with TheHomebrewery CSS code.
Just have a look at the preview!
SPELL VARIANT #1
Casting Time 1 bonus action
Range Touch
Components V, S, M
Duration Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has 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.
Acid Breath. The target spew acid in a 20-foot line. Each creature caught in the area must make a Dexterity saving throw, taking 3d10
acid damage on a failed save, or nothing on a successful one.
Cold Breath. The target breaths cold in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one.
Fire Breath. The target breaths fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The target ejects electricity in a 20-foot line. Each creature caught in the area must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or nothing on
a successful one.
Poison Breath. The target breaths poison in a 15-foot area centered around it. Each creature in that area must make a Constitution saving
throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases as follows, accordingly to the specific spell effect, for each slot level above 2nd:
- Acid Breath (+1d12 acid damage, +5-foot line)
- Cold Breath (+1d8 cold damage)
- Fire Breath (+1d8 fire damage)
- Lightning Breath (+1d10 lightning damage)
- Poison Breath (+1d10 poison damage, +5-foot area)
Components. Flask of Ankheg‘s acid (acid breath); Ice Knife (spell; Cold Breath); Gland of Giant Fire Beetle (fire breath); Gland of Electric Eel (lightning breath); Spores of Violet Fungus (poison breath).