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Human
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Elf |
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Overview[edit]
Humans are the most adaptable of all the races and live in all sorts of environments. Although considered short-lived by the other races, humans have more ambition and drive than most, and with work, they can achieve success in whatever they set their minds to.
Humans start with a bonus feat and, on average, are able to learn more skills than other races as they level up.
Strength: Versatility, increased capacity to learn skills.
Weaknesses: None
Racial Traits[edit]
- +4 skill points at character creation
- +1 skill point at every level after level 1
- 1 bonus feat at level 1.
Deities[edit]
- Aureon (Quarterstaff): Follower of Aureon → Child of Faith → Aureon's Instruction
- Blood of Vol (Dagger): Follower of the Blood of Vol → Child of Faith → The Blood is The Life → Damage Reduction: Good
- Olladra (Sickle): Follower of Olladra → Child of Faith → Luck of Olladra → Beloved of Olladra → Damage Reduction: Cold Iron
- Onatar (Warhammer): Follower of Onatar → Child of Faith → Onatar's Forge → Beloved of Onatar → Damage Reduction: Cold Iron
- Silver Flame (Longbow): Follower of the Silver Flame → Child of Faith → Silver Flame Exorcism → Beloved of the Silver Flame → Damage Reduction: Silver
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of Faith → Unyielding Sovereignty → Beloved of the Sovereign Host → Damage Reduction: Cold Iron, Damage Reduction: Silver
Feats[edit]
Dragonmark feats[edit]
Further information: Dragonmarks
There are four dragonmarks carried by Humans - Mark of Finding carried by House Tharashk; Mark of Making carried by House Cannith; Mark of Passage carried by House Orien; Mark of Sentinel carried by House Deneith.
Racial feats[edit]
Humans do not receive any Racial feats, but humans do get 1 bonus feat at level 1.
Racial past life feats[edit]
Enhancements[edit]
Core abilities[edit]
Human Versatility: Humans can select racial boosts that share cooldown with class action boost, but they grant extra uses per rest.
Choose one:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | No requirements | |
Human Adaptability: Select +1 to an ability score of your choice.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | Requires: Human Versatility, 4th Level | |
Human Versatility: Humans can select racial boosts that share a number of uses per rest, but are not linked with class action boost cooldowns.
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AP Cost: 1 | Ranks: 1 | Progression: 3 | Requires: Human Adaptability, 7th Level | |
Human Greater Adaptability: Select +1 to another ability score of your choice. (You may not select the same ability score as Human Adaptability.)
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AP Cost: 2 | Ranks: 1 | Progression: 4 | Requires: Human Versatility, Human Adaptability, 11th Level | |
Human Versatility: Humans can select racial boosts that share a number of uses per rest, but are not linked with class action boost cooldowns.
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AP Cost: 1 | Ranks: 1 | Progression: 6 | Requires: Human Greater Adaptability, 16th Level |
Tier One[edit]
Requires Human Versatility
Dragonmark Focus: Grants additional uses of dragonmarks and a bonus to the associated skill.
Choose one:
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: Least Dragonmark of Finding, Least Dragonmark of Making, Least Dragonmark of Passage, or Least Dragonmark of Sentinel | |
Skill Focus: Humans are versatile and can excel at virtually any skill.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Action Surge: Action Boosts also increase an ability score of your choice.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Improved Recovery: +20 Positive Healing Amplification
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Don't Count Me Out: Your range of unconsciousness extends by 5/10/20 hitpoints, and you gain a +3/+6/+10 bonus to Physical Resistance Rating while you are under 50% health.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
Lesser Dragonmarks: Humans have access to the Dragonmarks of Finding, Making, Passage and Sentinel. Also allows you to use your Least Dragonmark an extra time per rest.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Least Dragonmark of Finding/Making/Passage/Sentinel, Dragonmark Focus | |
Skill Focus: Humans are versatile and can excel at virtually any skill.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Skill Focus (Tier 1) | |
Action Surge: Action Boosts also increase an ability score of your choice.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Action Surge (Tier 1) | |
Fighting Style: Humans are adept at many different fighting styles.
Choose one:
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Varies |
Tier Three[edit]
Requires 10 APs spent in tree
Greater Dragonmarks: Humans have access to the Dragonmarks of Finding, Making, Passage and Sentinel. Also allows you to use your Least and Lesser Marks an extra time per rest.
Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Least Dragonmark of Finding/Making/Passage/Sentinel, Lesser Dragonmarks | |
Skill Mastery: +1 to all skills.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Skill Focus (Tier 2) | |
Action Surge: Action Boosts also increase an ability score of your choice.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Action Surge (Tier 2) | |
Improved Recovery: +20 Positive Healing Amplification
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Improved Recovery (Tier 1) | |
AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires 15 APs spent in tree
Action Surge: Action Boosts also increase an ability score of your choice.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | Requires: Action Surge (Tier 3) | |
Improved Recovery: +20 Positive Healing Amplification
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Improved Recovery (Tier 3) | |
Greater Heroism: Spell Like Ability: Cast the Greater Heroism spell. This ability shares a common pool of uses per rest with the Heroism ability. Effects that grant extra Action Boost uses give you additional uses per rest of this ability.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Heroism |