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Warchanter enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
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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Warchanter enhancements[edit]
Core[edit]
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Skaldic Rage / Skaldic Constitution: (select one)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Requires: Bard level 1 | |
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Weapon Training: You gain martial weapon proficiency and +10 maximum HP. Inspire Courage grants an additional +1 damage. (If you are a dwarf, Dwarven Waraxes are included as part of this Enhancement.)
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Skaldic Rage, Bard Level 3 | |
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Song of Heroism: Adds the Song of Heroism To your Ballad.
Inspire Courage now grants an additional +1 damage. Bardic Heroism: +2 untyped* bonus to Attack and all saving throws, as well as immunity to fear. Requires 4 dedicated Ranks in Perform.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Weapon Training, Bard Level 6 | |
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Fighting Spirit: +10 hit points.
Your Inspire Greatness now uses your Charisma score for its Temporary hit points. This is doubled in epics. | |||
AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Song of Heroism, Bard Level 12 | |
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Victory Song: +20 hit points.
You have Base Attack Bonus equal to your character level. The range of your Bardic Aura (Ballad) is doubled. | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Fighting Spirit, Bard Level 18 | |
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Skaldic Scream: You inspire martial combat above and beyond.
+2 Charisma and Constitution. +25 hit points. Activate this ability to scream the songs of your frozen ancestors, expending a Bard Song to force enemies in the area to make a fortitude save versus being frozen solid in frozen ice for 6 seconds (DC 14 + Charisma modifier + 1/2 Bard Level + Stunning modifiers). Even if they make the save, they take 20d20 Cold damage and are significantly slowed for 6 seconds. Cooldown: 2 minutes. | |||
AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Victory Song, Bard Level 20 |
Tier 1[edit]
Requires Skaldic Rage, Bard Level 1
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Inspired Bravery: Inspire Courage grants you and your allies an additional +(1/2/3) to attack rolls and saving throws vs. Fear.
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AP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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The Poetic Edda: You are steeped in the rich history of the elder sagas. The songs of warrior-poets fill your soul, and you long for battle and glory.
+(1/2/3) Attack +(1/2/3) Bard Songs | |||
AP Cost: 1 | Ranks: 3 | Progression: 0 | Requires: Bard level 3 | |
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Enchant Weapon: Enchant Weapons is added to your spellbook as level 1 Bard spell.
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AP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements | |
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AP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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AP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements |
Tier 2[edit]
Requires Bard Level 2, 5 APs spent in tree
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Boast: Sing a Song to gain (25/50/100) Temporary hit points. Cooldown: 8 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Inspired Bravery | |
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Words of Encouragement: Bardic Inspiration grants +(10/20/30) temporary hit points for one minute.
+(5/10/15) Positive Spellpower | |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Ballad Melody: Arcane Shield: Chant: You and nearby allies gain +(2/4/6) Music bonus to resist Acid, Cold, Electric, Fire, and Sonic damage.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Iced Edges: Imbue: 1d6 Cold damage, scaling with Spell Power.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements | |
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Action Boost: Sprint: +(35/40/50)% Action Boost bonus to movement speed for 20 seconds. (actually 30/40/50%)
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier 3[edit]
Requires Bard Level 3, 10 APs spent in tree
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Ballad Melody: Ironskin: You and nearby allies gain DR (2/4/6) and Inspire Greatness now grants an additional (2/4/6) Music bonus to PRR.
Requires 8 trained Ranks of Perform to use. | |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Obstinance: You gain +1 to saving throws while below 80% health.
Rank 2: Additional +1 while below 60% health. | |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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High Spirits: Your spirits are always high, and you are immune to Crushing Despair, Waves of Fatigue and Waves of Exhaustion.
Rank 2: You are also immune to Sleep. | |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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The Frozen Fury: Make a melee attack with +(1/2/3)[W] damage. Affected enemies must make a Fortitude save (10 + Charisma modifier + 0/one-quarter/one-half Bard Level + Stunning modifiers) or become frozen solid for number of seconds equal to your Bard levels. Cooldown: (12/9/6) seconds. Cost: 1 sp. Bosses cannot be frozen. Frozen enemies are helpless but gain DR 5/Adamantine.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Strength or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier 4[edit]
Requires Bard Level 4, 20 APs spent in tree
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Ballad Melody: Recklessness: You and nearby allies gain +(2/4/6) Music bonus to Doublestrike and Doubleshot, and your Inspire Courage grants an additional +[3/6/9] Universal Spell Power.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Armorer: Gain Medium Armor Proficiency and the ability to cast arcane spells in medium armor without arcane spell failure.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Northwind: On vorpal hit, your enemy is briefly frozen. No save. This effect triggers at most once every (30/24/18) seconds. Bosses cannot be frozen.
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AP Cost: 2 | Ranks: 3 | Progression: 20 | Requires: Frozen Fury | |
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Strength or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Strength or Charisma (Tier 3) |
Tier 5[edit]
Requires Bard Level 5, Character Level 12, 30 APs spent in tree
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Movement Booster: Choose one:
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Chant of Power: You and nearby allies gain +(2/4/6)% Music bonus to melee damage, ranged damage, and spell critical chance.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
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Howl of the North: +1 critical damage multiplier on attack rolls of 19-20. +20% Competence bonus to maximum hit points.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Spinning Ice: Attack all enemies around you for +(2/3/4)[W] damage. Each affected enemy is frozen solid if they fail a Fortitude save (14 + Charisma modifier + [0/one-quarter/one-half] Bard Level + Stunning modifiers) for a number of seconds equal to your half your Bard level. Bosses cannot be frozen. Activation cost: 6/4/2 SP. Cooldown 45/35/25 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Northwind | |
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Kingly Recovery: Target ally or self heals 10,000 hit points. Removes ability score damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 1/2/3 use(s) per rest.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements |