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Warchanter enhancements

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Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dhampir Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Warchanter enhancements[edit]

Warchanter tree
Warchanter tree

Core[edit]

Skaldic Rage / Skaldic Constitution: (select one)
  • Skaldic Constitution: +1 Constitution
  • Skaldic Rage: Expend a Song to fly into Rage, granting you a +4 Rage bonus to Strength and -4 penalty to AC. When Skaldic Rage ends you become Fatigued. Requires 4 trained ranks in Perform to use. Skaldic Rage lasts 1 minute per bard level.
    (Rage bonuses don't stack with Barbarian Rage.)
Note: Does not prevent spellcasting.
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A Requires: Bard level 1
Weapon Training: You gain martial weapon proficiency, +1 Imbue Dice, 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.)
Note: this seems to be giving an additional +2 attack and damage to dwarven waraxes and martial weapons. self only. probably a bug
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Skaldic Rage, Bard Level 3
Song of Heroism: Adds the Song of Heroism To your Ballad, and +1 Imbue Dice.
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.
(* as of [U42])
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Weapon Training, Bard Level 6
Fighting Spirit: +10 hit points and +1 Imbue Dice.
Inspire Courage now grants an additional +1 damage.
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 Cooldown: N/A Requires: Song of Heroism, Bard Level 12
Victory Song: +20 hit points and +1 Imbue Dice.
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 Cooldown: N/A Requires: Fighting Spirit, Bard Level 18
Skaldic Scream: You inspire martial combat above and beyond.
+1 Imbue Dice
+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 + [Dex or Cha or Str] modifier + 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 Cooldown: N/A Requires: Victory Song, Bard Level 20

Tier 1[edit]

Requires Skaldic Rage, Bard Level 1

Inspired Bravery: Inspire Courage grants you and your allies an additional +(1/2/3) to attack rolls and saving throws vs. Fear.
AP Cost: 1 Ranks: 3 Progression: 0 Cooldown: N/A No requirements
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 Cooldown: N/A Requires: Bard level 3
Enchant Weapon: Enchant Weapons is added to your spellbook as level 1 Bard spell.
AP Cost: 2 Ranks: 1 Progression: 0 Cooldown: N/A No requirements
Rough and Ready: +(2/4/6) Armor Class
+(2/4/6) Physical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 0 Cooldown: N/A No requirements
Focused: +(1/2/3) Concentration, Intimidate, and Jump
+(0/0/1) Bard Song
AP Cost: 1 Ranks: 3 Progression: 0 Cooldown: N/A No requirements

Tier 2[edit]

Requires Bard Level 2, 5 APs spent in tree

Boast: Sing a Song to gain (25/50/100) Temporary hit points. Cooldown: 8 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A Requires: Inspired Bravery
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 Cooldown: N/A No requirements
Ballad Melody: Arcane Shield: Chant: You and nearby allies gain +(2/4/6) Music bonus to resist Acid, Cold, Electric, Fire, and Sonic damage.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Iced Edges: Imbue: 1d6 Cold damage, scaling with Spell Power.
Bug: Update says 1d8 and 75% scaling, tooltip says 1d6 and standard scaling.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Action Boost: Sprint: +(35/40/50)% Action Boost bonus to movement speed for 20 seconds. (actually 30/40/50%)
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier 3[edit]

Requires Bard Level 3, 10 APs spent in tree

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 Cooldown: N/A No requirements
Obstinance: You gain +1 to saving throws while below 80% health.

Rank 2: Additional +1 while below 60% health.
Rank 3: Additional +1 while below 40% health.

+(5/10/15) Positive Spellpower
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
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.
Rank 3: In addition, you are also immune to Fatigue, including Fatigue from Skaldic Rage.

+(5/10/15) Positive Spellpower
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
The Frozen Fury: Deals +10%/+20%/+30% Damage. Melee Attack: Affected enemies must make a Fortitude save (10/12/14 + [Dex or Cha or Str] modifier + 0/one-half/full 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. (Note: If you have Strikethrough, this attack can freeze multiple enemies.)
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Strength or Charisma: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier 4[edit]

Requires Bard Level 4, 20 APs spent in tree

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.
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Armorer: Gain Medium Armor Proficiency and the ability to cast arcane spells in medium armor without arcane spell failure.
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A Requires: Frozen Fury
Strength or Charisma: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Strength or Charisma (Tier 3)

Tier 5[edit]

Requires Bard Level 5, Character Level 12, 30 APs spent in tree

Movement Booster: Choose one:
  • Ballad Melody: Fleeting Footsteps: You and nearby allies gain +(5/10/15)% Action Boost bonus to movement speed. Cost: 1 AP per rank.
  • Rallying Cry: Action Boost: You and all allies within range of your songs gain +(10/15/20)% Action Boost bonus to movement speed and +1 Action Boost bonus to Saving Throws for twenty seconds. This ability can be used while feared, and dispels Fear effects. (Cooldown:30 seconds) Cost: 1 AP per rank.
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A No requirements
Chant of Power: You and nearby allies gain +(2/4/6)% Music bonus to melee damage, ranged damage, and spell critical chance.
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A No requirements
Howl of the North: +1 critical damage multiplier on attack rolls of 19-20. +20% Competence bonus to maximum hit points.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements
Spinning Ice: Attack all enemies for +40% damage. Each affected enemy is frozen solid if they fail a Fortitude save (10/12/14 + [Dex or Cha or Str] modifier + [0/one-half/full] 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.
Note: unlisted additional saving throw(s) to break free
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A Requires: Northwind
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.
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A No requirements