Ah, thank you both for contributing to the DfA Compendium TM. Its nice to see that I wasn't the only one that had some edits/extra stuff for Dragonfire Adepts. I planned on furthering this thread with some of my own works, but if you are willing I will add your works to the list of material [with credit to you of course.].
I'm working on a different layout that will consist of either posting certain material in certain posts [ex: Feats for one, PrCs in another, etc], or a giant table of contents on the original post linking to the material throughout the thread. Which do you think would be better?
@Tuyla: I like the feats you made, especially the Inner Dragon as it in many ways duplicates one of the Dark invocations I was going to post and yet beats it at the same time [See Dragon Shape].
@Puma: It seems we all disagree with how lousy Bahamut's main breath is when used by a Dragonfire Adept in comparison to his sister. Still can't be used against objects, but then the majority of the time you probably wouldn't be using it against objects as much as creatures.
New/Re-flavored Invocations
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These were originally designed for a hombrew class I made at an earlier time called the [*insert self promotion*]
Wyrmfire Disciple [/self promotion] that was an attempt to combine the Dragon Shaman with the Dragonfire Adept. Looking back, alot of the Invocations made for it could easily be taught to a Dragonfire Adept, so here they will be added to the Compendium.
~Least~
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All Seeing Draconic Eyes
Least; 2nd
You gain a supernaturally precise vision of the world around you. You gain the benefits of Comprehend Language spell, albeit for written objects only along with a Read Magic spell. Additionally, you gain a +6 on Search and Spot checks. All Seeing Draconic Eyes lasts for 24 hours.
Cocoon of Elemental Energies
Least; 1st
You cause small amounts of elemental energy to fly about and latch onto a single target creature. If the target fails a Reflex save, he is entangled. The subject can escape with a successful DC Strength or Escape Artist check, which can be repeated every round as a standard action. The invocation ends when the target successfully escapes or after 1 round per caster level. This invocation requires that you, allies, or your enemies have at least used a spell, spell-like ability, supernatural ability, etc that uses an energy type to deal damage. While entangled this invocation deals half of the damage (rounded down, min 1) that the source of energy caused, and half again each consecutive round afterwards.
Creatures of Huge or larger size are immune to this invocation, along with creatures normally immune to the energy being used against them.
Scaled One's Own Luck
Least; 2nd
You are favored by the draconic energies if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fort saves, Ref saves, or Will save (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.
~Lesser~
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Flee through Flames
Lesser; 4th
You breathe forth a cone of your totem energy breath weapon that deals your breath weapon damage, a successful Reflex save halves this damage. But unlike your normal breath weapon this breath weapon is affected by SR.
When you cast this invocation, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weapon’s area. Your entire body need not fit within the breaths area, as long as your new space shares at least 1 square with the breath weapon’s area. You bring along any gear worn or carried (up to your maximum load). You can’t bring along other creatures except for a familiar or other magically bonded creatures. You must make this decision when casting the invocation, before any other effects of the breath weapon is resolved (such as saves, bypassing SR and so forth). You aren't damaged by the invocation's effect when you appear within its area.
Dragon shape, Pseudo
Lesser; 3rd
You take the form of and statistics of a Pseudodragon (MM 210). This is a polymorph effect (see pg 91 in Complete Mage, pg 60 in Dragon Magic, and pg 95 in Player’s Handbook II).
If reduced to 0 or fewer hit points while in pseudodragon form, you can’t use this invocation again for 1 hour if you survive.
~Greater~
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Mire of the Black Dragon
Greater; 4th
You can use caustic mire as the spell.
You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; entering any square affected by costs 2 squares of movement. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.
The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum of +1 damage).
If you use this invocation a second time while previous caustic mire is still present, the previous effect ends.
Draconic Whispers
Greater; 5th
You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a -5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of Draconic Whispers, instead becoming convinced that it was his own idea-even if he’s not certain why he might have chosen to perform such an action.
A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of Draconic Whispers active at any one time equal to your Charisma modifier (min 1).
Draconic Whispers is a mind-affecting compulsion effect.
Call of the Dragon
Greater; 5th
This invocation calls a dragon to your aid. This effect functions like the Lesser Dragon Ally spell [Spell Compendium pg72], with the ability to call the aid of a dragon of your totem with a maximum HD of 15. You can ask the dragon you call to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services.
The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
Tasks requiring up to 1 min per caster level require a payment of 50gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500gp per HD.
Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less then the indicated amount, even for a nonhazardous task.
At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible.)
You are not able to have multiple uses of this invocation active at the same time, or of Flight of Dragons.
~Dark~
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Roar of Changing
Dark; 5th
You roar a powerful spell that transforms a creature into an inoffensive form. This effect functions like the Baleful Polymorph spell, except 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
Flight of Dragons
Dark; 9th
Like Call of the Dragon, except you may summon minimum of two, maximum of three dragons of the same kind whose HD total no more then 27. The dragons agree to help you and request your return payment together. You are not able to have multiple uses of this invocation active at the same time, or of Call of the Dragon.
Dragon shape
Dark; 9th
The blood of dragons truly runs in your veins. This invocation allows the dragonfire adept to release their innate dragon ferocity in the most astonishing way. By concentrating on the draconic energies within as a full-round action to release that same energy in an explosive show of power resulting in your body transforming into a dragon. This effect functions like the Shapechange spell, except you can only chose the dragon of equal or fewer HD then you have in levels of dragonfire adept. Unlike your other invocations, despite the immense power, it acts as a double edged sword…
This invocation has no set duration; but the primordial energies that flow inside of you slowly starts to consume your mind much like a beast thrashing and tearing at cage walls trying to free itself. For every hour you stay in your Dragon shape, you need to roll a Will save (using your DC) against losing your mind. For each successful save your can stay in the form for another hour at the risk of an additional +2 to the DC (which accumulates). For each failed save you take an accumulative -2 penalty against the save. Upon failing 3 consecutive saving throws you lose your mind and become a Dragon NPC that is controlled by the DM. If you remain in the new form for 24 consecutive hours after losing control, you must attempt a Will save. If this save fails, you lose all other memories of your original form, and your Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended, much like the Baleful Polymorph spell.
Additionally, while this invocation is in effect your character may not use any dark invocations due to the magic powering this ability being too much to use additional potent magic’s. All other invocation levels are available for use.
New Breath Effects
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These Breath effects are also from the Wyrmfire Disciple, but were originally designed as Invocations since the WfD doesn't get breath effects it only made sense to see them get transferred over to the Dragonfire Adept's repertoire of effects.
~10th level~
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Dispelling Breath
10th
Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting creatures caught in its area. The modification applies only to the breath produced as part of the casting.
For each creature or object that fails is saving throw against your breath weapon that is the target of one or more spells, you make a dispel check against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20+1 per caster level against a DC of 11+the spell’s caster level. A creature’s magic items are not affected.
If a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature (returning it whence it came).
For each ongoing area or effect spell centered within the area of your breath weapon you make a dispel check to dispel the spell.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
~15th level~
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Animate Breath
15th
For this invocation to function, you must be able to use your breath weapon the same turn. When you successfully cast this invocation, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath uses the statistics of a Huge fire elemental (MM 99) with the following exceptions;
*The creature’s subtype changes to match the energy damage dealt by the breath weapon.
*The creature deals 2d8 points of damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire.
*The creature has immunity to its own energy type, but no vulnerability to another energy type.
*The creature does not have the burn ability.
*Speed varies by breath type: Acid-20ft, Swim 90ft, Cold-30ft, Electricity-Fly 100ft (Perfect), Fire-50ft
Using this invocation requires a standard action, which includes using your breath weapon, it immediately takes animate form and attacks. It does not form as a cone or a line, and does not deal damage when it is used to cast this spell.
The animated breath can be commanded much like a summoned creature, and understands any language you speak. The animated breath stays animated for either 1 round/level, or as long as it has hit points. While the animated breath is active you are unable to use your breath weapon. Metabreath feat effects such as Heighten Breath and Maximize Breath can be used to affect the animated breath’s abilities. Shape Breath can be used to affect the size of the breath by 1 size difference [ie Huge to Large, or Huge to Gargantuan]
Chimera Breath
15th
As a full-round action, you create up to 3 different breath weapons simultaneously composed of your three energies you can use in a cone or line of your choosing when using this invocation. Each breath weapon deals damage equal to one die higher then your normal breath weapon damage (ex: d6 to d8), and each one allows a Reflex/Fortitude save to halve the damage dealt or breath effects.
When you use this invocation, the recovery time of your breath weapon increases by +1 per breath weapon used to compose the Chimera Breath.