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Dark Hunter
Dark Hunter is a variant Ranger archetype that embraces death as a necessary part of life. Introduced in Update 58.
Changes from base class[edit]
- Lose
- All Favored Enemy feats except: Aberration, Animal, Elf, Human, Monstrous Humanoid, Vermin
- Cure Wounds spells
- Evasion (9)
- Gain
- Open Lock and Disable Device as Class Skills
- Medium Armor Proficiency (1)
- Trapfinding (1)
- Trap Making (3)
- Trap Sense +1 (3, 6, 9, 12, 15, 18) (same as rogue and barbarian)
- Sneak Attack +1d6 (1, 5, 10, 15, 20)
- Curative Admixture spells, with a better progression than the base ranger (For example: Dark Hunters gain the Cure Light Admixture as a 1st-level spell, but base rangers get Cure Light Wounds as a 2nd-level spell)
- Accelerate Spell (8, bonus feat)
Class Summary[edit]
Class Skills
- Skill points at 1st level: (2 + Intelligence modifier) x4
- Skill points at each additional level: 2 + Intelligence modifier
Weapon and Armor Proficiencies[edit]
Past Lives[edit]
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Past Life: Dark Hunter | You were a Dark Hunter in a past life. You find yourself slightly annoyed with the sunlight. Each time you acquire this feat you gain +1 to hit with Sneak Attacks and +1 Sneak Attack Damage. This feat can be stacked up to three times.
Note: This class counts as a Ranger for the purposes of Completionist. Past Life: Dark Hunter is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up. |
Enhancement trees[edit]
Advancement table[edit]
Table: The Ranger - Dark Hunter | Preparable spells | |||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Keeps | Gains | Loses | Spell points | 1st | 2nd | 3rd | 4th |
- | - | Curative Admixture spells, Open Lock and Disable Device as Class Skills | Cure spells, Limited favored enemy feats (Only Aberration, Animal, Elf, Human, Monstrous Humanoid, and Vermin are available) |
- | ||||||||
1st | +1/+1/+6 | +2 | +2 | +0 | 1st Favored Enemy, Wild Empathy, Bow Strength | Medium Armor Proficiency, Trapfinding, Sneak Attack +1d6 | - | 0 | - | - | - | - |
2nd | +2/+2/+7 | +3 | +3 | +0 | Rapid Shot, Two Weapon Fighting | - | - | 0 | - | - | - | - |
3rd | +3/+3/+8 | +3 | +3 | +1 | Diehard | Trap Making, Trap Sense +1 | - | 0 | - | - | - | - |
4th | +4/+4/+9 | +4 | +4 | +1 | Precise Shot | - | - | 20 | 1 | - | - | - |
5th | +5/+5/+10/+15 | +4 | +4 | +1 | 2nd Favored Enemy | Sneak Attack +2d6 | - | 35 | 1 | - | - | - |
6th | +6/+6/+11/+16 | +5 | +5 | +2 | Manyshot, Improved Two Weapon Fighting | Trap Sense +2 | - | 50 | 2 | - | - | - |
7th | +7/+7/+12/+17 | +5 | +5 | +2 | Improved Wild Empathy | - | - | 65 | 2 | - | - | - |
8th | +8/+8/+13/+18 | +6 | +6 | +2 | - | - | - | 80 | 2 | 1 | - | - |
9th | +9/+9/+14/+19 | +6 | +6 | +3 | - | Accelerate Spell, Trap Sense +3 | Evasion | 95 | 2 | 1 | - | - |
10th | +10/+10/+15/+20 | +7 | +7 | +3 | 3rd Favored Enemy | Sneak Attack +3d6 | - | 110 | 2 | 2 | - | - |
11th | +11/+11/+16/+21 | +7 | +7 | +3 | Improved Precise Shot, Greater Two Weapon Fighting | - | - | 125 | 2 | 2 | 1 | - |
12th | +12/+12/+17/+22 | +8 | +8 | +4 | - | Trap Sense +4 | - | 140 | 2 | 2 | 2 | - |
13th | +13/+13/+18/+23 | +8 | +8 | +4 | - | - | - | 155 | 2 | 2 | 2 | - |
14th | +14/+14/+19/+24 | +9 | +9 | +4 | - | - | - | 170 | 3 | 2 | 2 | 1 |
15th | +15/+15/+20/+25 | +9 | +9 | +5 | 4th Favored Enemy | Trap Sense +5, Sneak Attack +4d6 | - | 185* | 3 | 2 | 2 | 2 |
16th | +16/+16/+21/+26 | +10 | +10 | +5 | - | - | - | 200* | 3 | 3 | 2 | 2 |
17th | +17/+17/+22/+27 | +10 | +10 | +5 | Hide In Plain Sight | - | - | 215* | 3 | 3 | 2 | 2 |
18th | +18/+18/+23/+28 | +11 | +11 | +6 | - | Trap Sense +6 | - | 230* | 4 | 3 | 2 | 2 |
19th | +19/+19/+24/+29 | +11 | +11 | +6 | - | - | - | 245* | 4 | 4 | 4 | 3 |
20th | +20/+20/+25/+30 | +12 | +12 | +6 | 5th Favored Enemy | Sneak Attack +5d6 | - | 260* | 4 | 4 | 4 | 4 |
- * Spell Points: These SP values are assumed, based on a linear 15-point increase per level, and need confirming needs verification from in-game experience.
As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.
Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.
Spells[edit]
- Rangers cast divine spells.
- Upon advancing to level 4, rangers gain the ability to tap the divine power in nature and manifest that energy in the form of spells. To cast a spell a ranger must have a Wisdom score of 10 + the spell's level.
- See also spell usefulness.