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Dragonborn enhancements
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Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — St — WC | DA — DD — RS — War |
Druid — Wolf | Fighter | Favored Soul † | Monk | Paladin |
BC — NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — SF — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DH — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AS — ES — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter † |
Reaper |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
Bladeforged ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Dragonborn enhancements
Core abilities[edit]
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Hardy: +1 Fortitude
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Dragonborn Strength or Charisma: +1 Strength or Charisma
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Hardy | |
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Hardy: +1 Fortitude
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Strength or Charisma | |
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Dragonborn Strength or Charisma: +1 Strength or Charisma
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Hardy | |
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Hardy: +1 Fortitude
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Strength or Charisma |
Tier One[edit]
Requires Hardy
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Resilience: +10 Maximum Hit Points
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Hard Scales: +2/+4/+6 Natural Armor, stacking
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Draconic Visage: +1/+2/+3 Intimidate, Spellcraft, and Haggle
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Undaunted: +1/+2/+3 Fortitude
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Resilience: +10 Maximum Hit Points and +10 Healing Amplification
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Resilience | |
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Harder Scales: +2/+4/+6 PRR
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Hard Scales | |
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Dragon Breath: Active Ability: Cone that deals 1d6 + 3 [red fire/white cold/black acid/blue electric] damage per caster level (reflex save for half). Counts as Evocation spell; gets full Metamagic feats, No SR, DC 10 + CHA mod + Evocation bonuses (Acid uses Conjuration) + Breath Weapon bonuses. Scales with 100% of spell power. Bug: Dragon Breath doesn't work if you are moving while you use it.
Activation Cost: Nothing Cooldown: 25 seconds
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Extra Action Boost: Dragonborn keep fighting long after other races tire. You can use each of your action boosts 1/2/3 additional time per rest.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
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Arcanum: +25/50/100 Spell Points and +1/+2/+3 Spell Penetration.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
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Resilience: +10 Maximum Hit Points
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Dragon Heritage: +[10/20/30] spell power with the element associated with selected Draconic Ancestry.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Dragon Breath, Power in Breath | |
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Power in Breath: +1/+2/+3 DC's of Breath Attacks
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Draconic Knowledge: +1 Caster Level and +2 Max Caster Level with the element spell associated with selected Draconic Ancestry.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Dragon Breath, Power in Breath |
Tier Four[edit]
Requires 15 APs spent in tree
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Resilience: +10 Maximum Hit Points and +10 Healing Amplification
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Resilience | |
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Memory of Flight: Active Ability: Activate: Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Info: Memory of Flight can be used underwater or while on horse without being dismounted. Activation Cost: Nothing Cooldown: 15 Seconds
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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True Power: +1/+2/+3 to Evocation and Conjuration DCs
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AP Cost: 1 | Ranks: 3 | Progression: 15 | Requires: Power in Breath | |
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Augmented Breath: Select from:
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Draconic Knowledge |