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Dhampir enhancements

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Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dhampir Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points
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Dhampir enhancements

Dhampir enhancements tree

Core abilities[edit]

Dark Past: +1 to Attack while performing Sneak Attacks.
AP Cost: 1 Level: 1 Progression: 0 No requirements
STR/CON/CHA: STR/CON/CHA
AP Cost: 2 Level: 4 Progression: 1 Requires: Dark Past
Dhampir Ability: +2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
AP Cost: 1 Level: 7 Progression: 3 Requires: STR/CON/CHA
STR/CON/CHA: STR/CON/CHA
AP Cost: 2 Level: 11 Progression: 4 Requires: Dark Present
Dark Future: +3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification
AP Cost: 1 Level: 16 Progression: 6 Requires: STR/CON/CHA

Tier One[edit]

Requires Dark Past

Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Skills: +1/2/3 to Hide, Move Silently, and Jump
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Energy: (multiselector)
  • Drink in Death: +20 Negative Amplification
  • Drink in Life: +20 Positive Amplification
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Innate Protection: +1/2/3 Saves vs. Spells
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

Tier Two[edit]

Requires 5 APs spent in tree

Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Dominate Animal: Spell-Like Ability: Dominate Animal. DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses). Cooldown 18 seconds.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Embrace Death: Toggle: While Embrace Death is active, you gain 100% fortification and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (mx 10). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Rush of Bats: Turn into a swarm of bats and rush to target foe's position. Cooldown 24/18/12 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Cloak of Undeath: +2/4/6 Magical Resistance Rating. Rank 3: +6 Magical Resistance Rating Cap.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier Three[edit]

Requires 10 APs spent in tree

Fearsome Countenance: SLA: Target enemy must make a Will Saving Throw (10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses) or be Cowered for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. Cooldown 12 seconds.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Stunning Visage: +2/3/4 to Stun DCs
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Rush of Bats
Improved Dodge: +1/2/3% Dodge when wearing Light or no Armor.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier Four[edit]

Requires 15 APs spent in tree

Ascended Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the piercing damage. if the target of your Vampiric Bite is Cowered, living, and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
Vampiric Persuasion: +1/2/3 Enchantment DCs.
AP Cost: 1 Ranks: 3 Progression: 15 Cooldown: N/A No requirements
Dominate Person: SLA: Dominate Person. DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses). Cooldown 18 seconds.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
Biting Swarm: Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage per Character level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements