Breath Weapon

Effect

You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

Requirements

Dragonborn

Breath Weapon is a Trait in Baldur's Gate 3. Traits provide unique abilities or effects and depend on the Character's Subrace. All 11 playable Races in the game have subraces, except for HumanGithyanki, and Half-Orc

 

Breath Weapon Information

You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.

  • Black: Acid (DEX save)
  • Blue: Lightning (DEX save)
  • Brass: Fire (DEX save)
  • Bronze: Lightning (DEX save)
  • Copper: Acid (DEX save)
  • Gold: Fire (DEX save)
  • Green: Poison (CON save)
  • Red: Fire (DEX save)
  • Silver: Cold (CON save)
  • White: Cold (CON save)

 

How to unlock Breath Weapon

Breath Weapon can be acquired by:

 

Breath Weapon Tips & Notes

  • If you're using a Druid Class Dragonborn, you cannot use Breath Weapon while in Wild Shape.
  • Most Breath Weapons have interactions with an elemental surface, except for Poison and Acid. Exceptional ones are the ones that apply Cold and Lightning since wet surfaces are most common when you engage in combat, it is also the easiest to apply.
  • Notes and tips go here.

 

 

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(Lightning)  ♦  Draconic Ancestry: Copper (Acid)  ♦  Draconic Ancestry: Gold (Fire)  ♦  Draconic Ancestry: Green (Poison)  ♦  Draconic Ancestry: Red (Fire)  ♦  Draconic Ancestry: Silver (Cold)  ♦  Draconic Ancestry: White (Cold)  ♦  Draconic Resilience  ♦  Draconic Resilience: Armour Class  ♦  Draconic Resilience: Hit Points  ♦  Dragon Ancestry: Red (Fire)  ♦  Dread Ambusher  ♦  Dreadful Word  ♦  Drow Weapon Training  ♦  Dual Wielder (Feature)  ♦  Dual Wielder Bonus Armour Class  ♦  Dueling  ♦  Duelling  ♦  Duergar Magic  ♦  Duergar Resilience  ♦  Dungeon Delver Perception  ♦  Dungeon Delver Resist Traps  ♦  Dwarven Armour Training  ♦  Dwarven Combat Training  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Eagle Heart  ♦  Eldritch Invocations  ♦  Eldritch Strike  ♦  Elemental Adept: Acid  ♦  Elemental Adept: Cold  ♦  Elemental Adept: Fire  ♦  Elemental Adept: Lightning  ♦  Elemental Adept: Thunder  ♦  Elemental Affinity: Damage  ♦  Elemental Affinity: Resistance  ♦  Elk 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Unlocked  ♦  Lifedrinker  ♦  Light Armour Proficiency  ♦  Light Crossbow Proficiency  ♦  Light Hammer Proficiency  ♦  Light Sensitivity  ♦  Longbow Proficiency  ♦  Longsword Proficiency  ♦  Luck of the Far Realms  ♦  Lucky  ♦  Mace Proficiency  ♦  Mage Breaker  ♦  Mage Hand Legerdemain  ♦  Mage Slayer Attack Caster  ♦  Mage Slayer Break Concentration  ♦  Mage Slayer Saving Throw Advantage  ♦  Magic Awareness  ♦  Magic Initiate: Bard (Feature)  ♦  Magic Initiate: Cleric (Feature)  ♦  Magic Initiate: Druid (Feature)  ♦  Magic Initiate: Sorcerer (Feature)  ♦  Magic Initiate: Warlock (Feature)  ♦  Magic Initiate: Wizard (Feature)  ♦  Magic Resistance  ♦  Magical Ambush  ♦  Magical Secrets  ♦  Malleable Illusions  ♦  Manifestation of Body  ♦  Manifestation of Mind  ♦  Manifestation of Soul  ♦  Manoeuvres  ♦  Manoeuvring Attack  ♦  Martial Archetypes  ♦  Martial Arts Bonus Unarmed Strike  ♦  Martial Arts Deft Strikes  ♦  Martial Arts Dextrous Attacks  ♦  Martial Prodigy  ♦  Martial Weapon Proficiency  ♦  Mask of Many Faces  ♦  Mask of the Wild  ♦  Medium Armour Proficiency  ♦  Melee Attack Bonus -5  ♦  Melee Damage Bonus +10  ♦  Menacing  ♦  Menacing Attack  ♦  Metamagic  ♦  Metamagic: Careful Spell  ♦  Metamagic: Distant Spell  ♦  Metamagic: Extended Spell  ♦  Metamagic: Heightened Spell  ♦  Metamagic: Quickened Spell  ♦  Metamagic: Subtle Spell  ♦  Metamagic: Twinned Spell  ♦  Mindless Rage  ♦  Minions of Chaos  ♦  Minor Alchemy  ♦  Minor Conjuration  ♦  Mire the Mind  ♦  Misty Escape  ♦  Mobile Evade Difficult Terrain  ♦  Mobile Evade Opportunity Attack  ♦  Morninglord's Radiance  ♦  Mortal Reminder  ♦  Multiattack Defence  ♦  Multiattack: Wounded Target  ♦  Musical Instrument Proficiency  ♦  Mystic Arcanum  ♦  Natural Explorer  ♦  Naturally Stealthy  ♦  Nature's Step  ♦  Nature's Ward  ♦  Necromancy Savant  ♦  Oath of Devotion Tenets  ♦  Oath of the Ancients Tenets  ♦  Oath of Vengeance Tenets  ♦  One with Shadows (Feature)  ♦  Open Hand Technique  ♦  Otherworldly 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Wanderer: Poison  ♦  Weakened Constitution  ♦  Web Walker  ♦  Whispers of the Grave  ♦  Wholeness of Body  ♦  Wild Magic (Feature)  ♦  Wild Shape  ♦  Wild Strike  ♦  Wild Surge  ♦  Wisdom Saving Throw Proficiency  ♦  Wolf Heart  ♦  Wrath of the Storm

 




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    • Anonymous

      Besides looking cool this is this race's only selling point, it should just be a cantrip as far as use goes- so as much as you want to. This absolutely would not be unbalanced, it has trade offs that make it about the same as firebolt. Yes this would be more powerful than firebolt but not so much it's OP and you're giving up EVERY other racial bonus, so it should be something that's good enough to make you want to pick this race.
      If not unlimited use then give it its own unique spell slot system equal to a wizard spells slots, this way you could even choose to use the lesser damaging versions.

      • Anonymous

        Ah yes, 5d6 at level 16.

        *checks notes*

        In the campaign where the max level is...

        *checks notes once again*

        12?

        • Anonymous

          In future patches, even bigger updates and big expansions, they should use more sourcebooks to yes, improve several aspects of the game among them the Dragonborn.
          1: Xanathars Guide to Everything add two feats for every main race. Picked at lvl 4, 8, 12 as option to ability score. Dragonborn get Dragon Fear and Dragon Hide. The latter gives you claw melee attack as action: 1d4 + Strenght mod. Its something but still weak. Homebrew/ even mod it to 2d6 multiattack for each hand as action AND a 1d6 bite bonus attack
          2: Fizbans Treasury of Dragons brings Gem dragonborns ( and dragons ) to the fray. Having the breath weapons do 1d10 at first then 2d10, 3d10, 4d10 later on AND uses depend on profiency modifier, so 2 times pr long rest until lvl 5, then 3 times.
          3: Should be able to choose between 15ft cone and 30ft line. Adapt to situation. Corridor vs open space.
          4: Darkvision!!!
          5: Add the 5 Gem dragon ancestries to the list of the Draconic Bloodline Sorcerer.
          Gem dragon/ borns are thr: Amethyst = Force, Topaz = Necrotic, Emerald = Psychic, Crystal = Radiant and Sapphire = Thunder elemental dmges and resistances.
          + Would love to see Larians take on dragonborn customization with gem scales and floaty gem bits and spikes that floats due to gem dragonborns psychic nature.
          Just had to mention this all

          • Anonymous

            I feel that having a 5m cone that recharges on a Long Rest makes this feel NEARLY useless even at low levels. You'll also almost never be in a situation where you'll able to hit more than one creature — which defeats the purpose of a cone attack. It's the same issue that Color Spray has, which is that I started out planning on using both frequently as tools to shape fights to my advantage at early levels… but literally everything else you can do with an Action is a better option.

            • Most Breath weapon have potential to have interaction with a elemental surface (except acid and poison)

              But I honestly think Ice and lightning are the best just do to the fact that that they interaction with water which is more common naturally.

              That's honestly the only reason to pick any aside from RP.

              If you're a pure combat character the environment interaction is cool and can be useful to save on other other characters actions to change those surfaces but that's really it.

              The damage will never be worth it. It's purely a situational attack to get environmental advantages

              Wish the breaths attack would create a element surface instead even if they do no damage...

              If your character can get chromatic orb it's better imo (made a eldritch knight and realized it's just better for terrain manipulation), if not, well its alright, the dragonborn is already laughably bad in comparison to the other classes so changing your mindset about the breaths aren't gonna do much.

              Save yourself some pain and get a mod to improve the entire race and it's breath flame.

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