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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. 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 |