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Innate Attack
Innate Attack spells are Druid spells that require that the caster is wild-shaped into a particular form, for example Bear form for Roar (spell). Often, they are also Melee special attacks, i.e. they require that you hit a target in melee. The difficulty class (DC) to resist innate attacks (if any) is usually different from normal spell DCs; see spell description for details.
Name | Description | Classes | |||||||||||
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Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
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Baiting Bite | Your jaws seem to come from every direction. This attack deals an extra +40% damage to the target, and also performs a bluff check using your spot skill [DDO Forums], which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%. | ![]() |
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Blighted Charge | You leap forward with the speed and ferocity spewing blight around you as you pass. You attack enemies in your path, dealing an extra 50% damage, with a +1 bonus to critical threat & multiplier, and targets caught in your wake are Blinded and Helpless for 8 seconds. A successful reflex save negates this effect. For 10 seconds after the charge you gain +3 Imbue Dice.
Stun vs Reflex DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses. |
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Great Maul | This attack deals an extra 30% to the target, +1 critical damage and threat multiplier, and applies a 6 second Stun. Striking the target successfully may also intimidate the target based on the player's Intimidate skill. A Fortitude save negates the stun. | ![]() |
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Jaws of Doom | As your jaws close over your enemies, they feel their life end. This attack deals an extra +100% damage, +1 bonus to critical threat and multiplier, and your for must save vs Fortitude or dies as if slayed by a vorpal weapon (Does not affect Oozes, Undead, Constructs or Elementals). Death vs Fortitude DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses. | ![]() |
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Jaws of Winter | As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals an extra +60% damage, has +1 bonus to critical threat and multiplier, and if it counts as a sneak attack, your foe is frozen solid for 30 seconds. Frozen creatures gain DR 5/Adamantine, but are considered helpless. Fortitude save negates, and the creature gets and additional save attempt every two seconds.
Stun vs Fortitude DC: 10 + Druid level + Highest of Wisdom, Dexterity, or Strength + Stun Bonuses |
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Maul | This melee attack deals an extra +20% to the target, and applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill. | ![]() |
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Relentless Onslaught | Perform a melee attack that deals an extra +50% damage, has +1 bonus to critical threat and multiplier, and knocks your target down for 4 seconds. For up to 20 seconds afterwards, as long as the target stays down, every successful hit against the target has a 30% chance of knocking it down again. | ![]() |
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Roar | You let out a menacing roar, drawing the attention of your foes. You generate 50% more hate for the duration of the spell. | ![]() |
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Shred | This attack deals an extra +30% damage to the target, with +1 bonus to critical threat and multiplier to the target, and you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Half Druid Level + Highest of Wisdom or Strength + Sunder Bonuses) | ![]() |
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Snowslide | You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, dealing an extra +30% damage, with a +1 bonus to critical threat and multiplier, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and the creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR 5/Adamantine. | ![]() |
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Takedown | This attack deals an extra +20% damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates. (DC 10 + Half Druid Level + Highest of Wisdom, Dexterity, or Strength + Trip Bonuses) | ![]() |
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Tremor | AOE melee strike that deals +20% damage, that causes the ground to tremble beneath your feet. Enemies around fall prone. A succesful balance checks negates.
Trip vs Balance DC: 10 + Druid level + Highest of Wisdom or Strength + Trip Bonuses |
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