It saddens me how the Dragonfire Adept, despite its number of fans doesn't get very much love outside of the Dragon Magic book. So in this thread I will be doing my best to make material to correct this grievous mistake, starting with some new feats, and an epic progression.
This will be a work in progress as I'm sure there is more then what I will post that I can create/come up with to add on, and any Peaching would be appreciative as I'm still working on my homebrewing skills.
May the fire always burn in your heart,
Extra Breath Effect Prerequisites: Breath Weapon 4d6 Benefit: You gain one breath effect with a minimum level no higher than your effective Dragonfire Adept level - 5. Special: You may select this feat multiple times. Each time, you gain access to a new breath effect.
The majority of this work was largely duplicated or keyed off the Warlock's epic progression. A few edits here and there were needed, but if you look closely you can still see the Warlock's chassis there.
Epic Dragonfire Adept
A being of draconic magic, an epic dragonfire adept is a dragon incarnate, drawing ever closer to becoming those they admire.
Hit Die: d8
Skill Points at Each Additional Level: 4+Int mod
Invocations: The epic dragonfire adept's caster level is equal to his class level. He does not learn additional invocations.
Breath Weapon: An epic dragonfire adept's breath weapon damage increases by 1d6 at every even-numbered level higher than 20th (10d6 at 22nd, 11d6 at 24th, and so on)
Scales: An epic dragonfire adept's Scales natural armor bonus increases by +1 at 23rd level and by an additional +1 every five levels thereafter.
Damage Reduction: An epic dragonfire adept's damage reduction increases by 1 point (to 6/magic) at 23rd level and by 1 additional point for every four levels thereafter (7/magic at 27th, 8/magic at 31st, and so on).
Bonus Feats: The epic dragonfire adept gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.
Epic Dragonfire Adept bonus feats: Armor Skin, Damage Reduction, Draconic Adaptation*, Draconic Insight*, Energy Resistance*, Epic Breath Weapon*, Epic Endurance, Epic Fortitude, Epic Extra Invocation*, Epic Toughness, Epic Will, Extended Lifespan, Irresistible Breath?*, Legendary Climber, Legendary Leaper, Twofold Breath*.
*An epic dragonfire adept must meet this feat's prerequisites to select it as an epic bonus feat.
Epic Dragonfire Adept Feats
Epic Breath Weapon [Epic] Preqrequisites: Breath Weapon 9d6, Concentration 24 ranks Benefit: Your breath weapon damage increases by 1d6. Special: You may select this feat multiple times. Its effects stack.
Epic Extra Invocation [Epic]
You learn an additional invocation. Prerequisites: Ability to use dark invocations, Spellcraft 24 ranks Benefit: You can learn one additional invocation from the list available to you, including dark invocations. Special: You can gain this feat multiple times. Each time, you gain an extra invocation of any grade (least, lesser, greater, or dark).
Irresistible Breath [Epic] Prerequisites: Breath Weapon 10d6, Ability Focus (breath weapon), instill vulnerability invocation Benefit: The Save DC of your breath weapon increases by 2. This stacks with the increase from Ability Focus.
Twofold Breath [Epic] Prerequisites: Breath Weapon 9d6, at least three breath effects that deal energy damage and at least three breath effects that inflict conditions other than damage Benefit: You may apply up to two breath effects to a single breath weapon. If your breath weapon deals two kinds of energy damage, half of the damage comes from each type. If a breath effect states that you can combine it with another breath effect, it does not count toward the limit. Special: This feat does not apply to the Discorporating Breath of Bahamut or the Fivefold Breath of Tiamat breath effects. Normal: You may only apply one breath effect per breath weapon.
Draconic Insight [Epic] Prerequisites: Spellcraft 24 ranks, draconic knowledge, see the unseen, magic insight, voidsense Benefit: You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing). This is a supernatural ability.
You are automatically aware of all spells or magical effects you see. Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like
abilities it knows. This is a supernatural ability.
When you use the voidsense invocation, you gain blindsight 60 feet.
When you use the draconic knowledge invocation, the bonus to Knowledge and Spellcraft checks is equal to double your Intelligence bonus or +6, whichever is greater.
You receive a bonus on all Listen, Sense Motive, and Spot checks equal to double your Wisdom modifier or +6, whichever is greater. This is an extraordinary ability. Normal: The voidsense invocation grants blindsense 30 feet.
Draconic Adaptation [Epic] Prerequisites: Spellcraft 24 ranks, aquatic adaptation, endure exposure, energy resistance, energy immunity Benefit: Your energy resistance invocation gives you resistance to acid, cold, electricity, fire, and sonic damage equal to your caster level. Normal: Energy resistance gives you resistance 10 to one energy type.
Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Great Breath Blast [Epic]
You inhale deeply, appearing to take in more air than your form can hold, and release it in two blasts of breath. Prerequisites: One breath weapon without a recharge, Constitution 21 or greater Benefit: You can use two breath attacks per round as a full attack action, rather than the normal limit of one. You can apply breath effects to both attacks. If you possess the Twofold Breath feat, you can apply two breath effects to each breath attack. Neither breath attack used can have an activation time greater than one standard action after all other effects are applied. You can not apply the Discorporating Breath of Bahamut to either breath attack when you make two breath attacks this way. Special: If you have the Discorporating Breath of Bahamut breath effect, you can instead choose to breathe a single, more intense version as a full attack action. The Discorporating Breath of Bahamut instead triples the number of dice of damage normally dealt by your breath weapon, and you take 50% more damage per class level than normal. Normal: You can make one standard action breath attack per round.
Enhanced Breath of Bahamut [Epic]
You can concentrate your Discorporating Breath of Bahamut into a ray-like effect that disintegrates even objects. Prerequisites: Discorporating Breath of Bahamut breath effect, Constitution 21 or greater Benefit: You can make a ranged touch attack as a standard action to breathe a ray-like breath attack with a range of 60 feet. A creature struck by your attack takes quadruple the number of dice of damage normally dealt by your breath weapon. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray-like breath simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking the number of damage dice normally dealt by your breath weapon. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected.
When you use the Discorporating Breath of Bahamut this way, you also take a number of points of damage equal to four times your class level, which can't be lessened by damage reduction or any similar benefit. A non-good dragonfire adept instead takes damage equal to eight times her class level. Normal: You can only apply the Discorporating Breath of Bahamut to your breath weapon as described in the breath effect.
Inner Dragon [Epic]
You have achieved mastery of dragonhood. Prerequisites: Spellcraft 24 ranks, draconic knowledge, draconic flight or greater draconic flight, draconic toughness, terrifying roar Benefit: You can change into a dragon as the spell polymorph, except that the assumed form can have hit dice up to your invoker level and you are not healed by the change. This change of form lasts for up to 24 hours, although you can resume your normal form as a swift action. Activating this ability requires a standard action. This is a spell-like ability.
While in dragon form through any means, you gain the frightful presence extraordinary ability. The DC is set to 10 + ½ the assumed form's HD + your Charisma modifier. This is an extraordinary ability.
While in dragon form through any means, the save DC of your breath weapons that emulate the effect of the assumed dragon form's normal breath weapon increase by 2. This is an extraordinary ability.
While in dragon form through any means, you gain spell resistance and damage reduction/magic equal to the amount a dragon of your assumed form would possess according to its hit dice. This is an extraordinary ability.
While in dragon form through any means, you can use spell-like abilities of equivalent spell level 6 or less that a typical dragon of your assumed form would possess according to its hit dice. You can only use this ability 5 times per day total, and unlike most spell-like abilities, you must also supply any expensive material components, xp components, or other special components and focuses. This is an extraordinary ability.
When you use your terrifying roar invocation while in dragon form, the save DC is increased by 4. This is an extraordinary ability. Normal: The terrifying roar invocation has a save DC of 15 + charisma modifier.
If it isn't obvious, I don't have much respect for Bahamut's default breath offering. Tiamat pulls out 5x rainbow damage, Bahamut grants you 2x in an otherwise replicable force effect. And you dissolve dead bodies, because Bahamut's good at that for some reason.
Because Bahamut is a bad enough dude that him even tapping into his awesome tangentially should be enough to kick some ass.
Below is an edited Discorporating Breath of Bahamut. It's not more awesome than Five Fold Breath, but it's what I feel it should be, given that the breath it's based on is Bahamut's Disintegration Breath.
DISCORPORATING BREATH OF BAHAMUT
Minimum level: 15th
Your breath weapon loses its normal energy type and becomes a blue-white line of pure energy. Those caught in the area of this breath weapon must make a fortitude save or be immediately disintegrated. On a successful save, a creature takes triple the number of dice of damage normally dealt by your breath weapon (for example, from 7d6 to 21d6). In addition, any creature that is reduced to 0 or fewer hit points by the breath weapon is disintegrated (as the disintegrate spell).
When you use Discorporating Breath of Bahamut, you also take a number of points of damage equal to twice your class level. which can't be lessened by damage reduction or any similar benefit. A non-good dragonfire adept instead takes damage equal to four times her class level.
You can apply this breath effect only to a line-shaped breath weapon. You must have a non-evil alignment to learn this invocation
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.
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.
All Seeing Draconic Eyes
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
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
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.
Flee through Flames
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
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.
Mire of the Black Dragon
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.
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
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.
Roar of Changing
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
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.
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
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.
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.
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]
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.
Avvie by the awesome Ceika
"Words ought to be chosen with greater care then either clothing or weaponry. For they can last much longer than the former, and cut deeper than the latter." -Doomraga's Revenge by T.A. Barron
Part of the issue with the Bahamut Breath is that it didn't do what it should have. Even at max level 20d6 only comes out to 70 damage on average. 70 damage that's isn't resisted, sure, but 70 damage. If you're a good guy you -take 40 damage flat- no matter what, which can lead to a scenario where you take more damage than you deal. If you're neutral, you're taking more damage than you deal on average anyway.
With this, not only do you have a chance of instantly killing anything that doesn't have a stupidly high Fort Save, you deal an average of 105.5 damage to anything that makes the save. Which is a good bit more worthwhile, considering that Tiamat is shooting around 50d6 (or approximately 175) damage on any given shot to a fairly wide area.