When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 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.
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After you use your breath weapon, you can’t use it again until you complete a short or long rest.
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The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white.hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
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At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 tire damage. On a successful save, the spell ends. lf the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
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At Higher Levels: When you cast this spell using a spell slot of 2nd leveI or higher, the initial extra damage dealt by the attack increases by Id6 for each slot level above 1st.
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target.
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Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.