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  1. Veyrun: Dragon Hearth
  2. Lore

3.3 Dragon Archetypes: Wyrm

A wyrm is a dragon who focuses upon the power of their breath weapon. A dragon’s breath weapon is what separates it from other draconic beings, like wyverns. It is the heart of their power, and a wyrm’s breath is unlike any other.

Elemental Spit

Starting at 3rd level, you gain the ability to quickly spit a small amount of your elemental energy at will. While your breath weapon still has to take time to recharge, this allows you to fight at range constantly.

As an action, you can make a ranged spell attack, using your Constitution modifier and proficiency bonus for the attack bonus. It has a range of 120 feet. On a hit, the target takes 2d6 plus your Constitution modifier damage of your lineage element.

As you gain levels, your spit’s damage increases. It becomes 3d6 at 5th level, 4d6 at 7th, 5d6 at 9th, 6d6 at 11th, 7d6 at 13th, 8d6 at 15th, 9d6 at 17th, and 10d6 at 19th.

Enhanced Breath

At 7th level, you gain a new breath weapon option. When you use your breath weapon, you choose which option to use. All saving throw DCs are your Breath Weapon DC.

Black Dragon; Caustic Breath: If a creature fails its Dexterity save against your breath weapon, it continues to take 5 acid damage at the start of each turn. At the end of each turn, it may make a Constitution save to end this effect. A creature can only have one of these effects on it at any one time. This breath weapon deals 2d6 damage less than your standard breath weapon.

Blue Dragon; Shocking Breath: If a creature fails its Dexterity save against your breath weapon, it becomes unable to take reactions. At the end of each turn, it may make a Constitutions save to end this effect. This breath weapon deals 2d6 damage less than your standard breath weapon.

Brass Dragon; Pacifying Breath: You gain a new breath weapon option, a cone of pacifying gas. It is a cone sized for your age category. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for up to 1 minute. This effect also ends for a creature if the creature takes damage or someone uses an action to wake it.

Bronze Dragon; Repulsion Breath: You gain an additional breath weapon, a cone of repulsive energy. It is a cone sized for your age category. Each creature in that cone must make a Strength saving throw. On a failed save, the creature is pushed 60 feet away from you.

Copper Dragon; Slowing Breath: You gain an additional breath weapon, a cone of slowing gas. It is a cone sized for

your age category. Each creature within the cone must succeed a Constitution save or be slowed for up to 1 minute. While under its effect, a creature’s speed is halved, it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Gold Dragon; Weakening Breath: You gain an additional breath weapon, a cone of weakening gas. It is a cone sized for your age category. Creatures in that area must succeed on a Strength saving throw or have disadvantage on Attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Green Dragon; Toxic Breath: If a creature fails its Constitution save against your breath weapon, it becomes poisoned (disadvantage on attacks and checks). At the end of each turn, it may make a Constitutions save to end this effect. This breath weapon deals 2d6 damage less than your standard breath weapon.

Red Dragon; Searing Breath: If a creature fails its Dexterity save against your breath weapon, it continues to take 5 fire damage at the start of each turn. At the end of each turn, it may make a Dexterity save to put out the flames and end this effect. A creature can only have one of these effects on it at any one time. This breath weapon deals 2d6 damage less than your standard breath weapon.

Silver Dragon; Paralytic Breath: You gain an additional breath weapon, a cone of paralyzing gas. It is a cone sized for your age category. Each creature in the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

White Dragon; Frigid Breath: If a creature fails its Constitution save against your breath weapon, its speed is reduced by half for 1 minute. At the end of each turn, it may make a Constitutions save to end this effect. This breath weapon deals 2d6 damage less than your standard breath weapon.

Ignore Resistance

At 7th level, your elemental power burns, freezes, and shocks stronger than others’. You ignore resistance to damage of your lineage's energy type.

Elemental Expulsion

At 13th level, your elemental power has begun to boil forth, and your body is barely able to contain it. As an action, you can attack with a burst of energy around you. Each creature other than you within 10 feet of you must make a saving throw (Dexterity for black, blue, brass, bronze, copper, gold, and red; Constitution for green, silver, and white) against your breath weapon save DC. A creature takes 3d10 plus your Constitution modifier damage of your lineage elemental type on a failed save, or half as much on a successful one.

This damage increases to 4d10 at 17th level.

Elemental Rebuke

At 17th level, you are brimming with so much elemental energy that it only needs the slightest provocation to come forth. When you are hit with a melee attack, you can use your reaction to lash out at your attacker with elemental energy. Your attacker must make a saving throw (Dexterity for black, blue, brass, bronze, copper, gold, and red; Constitution for green, silver, and white) against your breath weapon save DC. It takes 2d10 plus your Constitution modifier damage of your lineage element on a failed save, or half as much on a successful save.

Ignore Immunity

At 17th level, your elemental power becomes so destructive, almost nothing can ignore it. Against your lineage’s damage type, you treat damage immunity as damage resistance (this is not further ignored by your Ignore Resistance)