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Dungeons & Dragons Online offers a variety of choices for characters and classes Choosing your character consists of first deciding what style of play you are looking for. Then what class of that style, and lastly a prebuilt or custom path within. The below classes and paths have specific feats and skills unless customized on creation, you can see these when choosing your race in the stats tab. One class not enough for you? Try multiclassing!

Melee[]

Melee characters engage in up-close, hand to hand combat. Chosen if your style is to attack with weapons instead of magic.

Fighter[]

Fighters can use a large variety of weapons, all types of shields, and the heaviest armor. They can also train in many more combat abilities then the other melee classes. They generally focus on strength for physical attack power, constitution to increase hit points and fortitude saves, dexterity to boost defense, and intelligence so they can learn special combat maneuvers.(Solo Ability: Good)
Notable abilities: Sunder, Tower Shield Proficiency.

Vanguard Warrior[]

These Aggressive fighters are all about offense. They charge to the front to attack whenever possible and train in abilities that help them do the most damage in the shortest amount of time.
(Solo Ability: Good)

  • STR = 18
  • DEX = 12
  • CON = 14
  • INT = 8
  • WIS = 10
  • CHA = 8

Stalwart Soldier[]

These defensive fighters strike a balance between attacking and defending and can either avoid or deflect most incoming damage. They can both deal damage and withstand withering attacks.
(Solo Ability: Very Good)

  • STR = 15
  • DEX = 14
  • CON = 14
  • INT = 14
  • WIS = 8
  • CHA = 10

Whirlwind Fighter[]

Focusing on using two weapons simultaneously, these dexterous fighters train constantly to increase their offensive abilities while two-weapon fighting and always seek out the front lines of battle. These fighters have a mix of strength for attack power and dexterity to aid them in two weapon fighting.
(Solo Ability: Good)

  • STR = 16
  • DEX = 16
  • CON = 14
  • INT = 8
  • WIS = 10
  • CHA = 8

Barbarian[]

Barbarians posses incredible strength and offensive power. They are not as well armored as fighters, but they can absorb damage and go into a battle rage to overwhelm their enemies. They generally focus on strength for physical attack power, constitiution to increase hit points and fortitude saves, and dexterity to boost defense.(Solo Ability: Good)
Notable ability: Rage.

Savage of the Wild[]

These fierce barbarians fight like berserkers, always pressing the attack. They have tremendous power and do massive damage with their huge two-handed weapons.
(Solo Ability: Good)

  • STR = 18
  • DEX = 14
  • CON = 14
  • INT = 8
  • WIS = 8
  • CHA = 8

Storm of Kargon[]

More highly trained than their savage brethren, these aggressive barbarians fight with a weapon in each hand and bring the fury of the storm to battle.
(Solo Ability: Good)

  • STR = 16
  • DEX = 16
  • CON = 14
  • INT = 8
  • WIS = 10
  • CHA = 8

Bastion of the Outlands[]

Through brutal training these extremely tough barbarians are able to shrug off hits that would stun or kill others and can do so while continuing to fight.
(Solo Ability: Very Good)

  • STR = 16
  • DEX = 10
  • CON = 18
  • INT = 8
  • WIS = 8
  • CHA = 8

Paladin[]

Paladins are supremely resilient and have a good balance of offense and defense. They protect and support allies better than the other melee classes, provide some healing, and wield the power of good as a mighty weapon. (Solo Ability: Very Good)
Notable abilities: Smite Evil, Lay on Hands.

The Mighty Protector[]

These noble paladins are the guardians of the party. They protect weaker party members and are able to raise the defensive capabilities of all nearby allies considerably.
(Solo Ability: Very Good)

  • STR = 14
  • DEX = 13
  • CON = 10
  • INT = 13
  • WIS = 12
  • CHA = 14

The Flame of Justice[]

These aggressive paladins take the fight to the enemy and use their weapons and divine abilities to mercilessly destroy any evil they encounter.
(Solo Ability: Very Good)

  • STR = 16
  • DEX = 10
  • CON = 10
  • INT = 8
  • WIS = 12
  • CHA = 16

The Truthbringer[]

Blending offense and defense, Truthbringers approach battle with a stoic determination and adjust their role to fit the situation.
(Solo Ability: Very Good)

  • STR = 16
  • DEX = 10
  • CON = 12
  • INT = 8
  • WIS = 14
  • CHA = 14

Monk[]

Monks use an energy called ki to perform amazing techniques in battle. Usually fighting without weapons and armor, they can assist allies or destroy enemies but take longer to master then the other melee classes. Strength increases attack and damage, high wisdom boosts defenses and amplifies many special attacks, Dexterity is important for monks who want to further improve defense, reflexes, and can effect the attack and damage if a feat called weapon finesse is taken.(Solo Ability: Very Good)
Typical abilities: Stunning Fist, Deflect Arrows.

Shintao Monk[]

These monks pursue harmony and balance in their lives. With training they can assist and even help to heal the party, and when left with no other choice, they can swiftly defeat enemies in battle.
(Solo Ability: Very Good)

  • STR = 16
  • DEX = 14
  • CON = 14
  • INT = 8
  • WIS = 14
  • CHA = 8

Ninja Spy[]

These monks use force and destructive power to eliminate those that stand in their way. They are capable of doing more damage than their Light Path brethren but cannot directly aid the party.
(Solo Ability: Good)

  • STR = 16
  • DEX = 14
  • CON = 14
  • INT = 8
  • WIS = 14
  • CHA = 8

Henshin Mystic[]

These monks follow the Path of Light while concentrating their training on wielding special monk weapons called kamas. In time, they become like an elegant blur of slashing, stabbing steel and can assist allies as they fight.
(Solo Ability: Very Good)

  • STR = 14
  • DEX = 16
  • CON = 14
  • INT = 8
  • WIS = 14
  • CHA = 8

Spell Caster[]

Spell casters harness the power of magic to assist allies or attack their enemies from a distance. This style chosen if you want to use magic more than weapons.

Sorcerer[]

Sorcerers are born with the ability to use powerful magic. They have fewer spells than wizards but can cast much faster and more often. High charisma makes a sorcerer's spells more difficult for enemies to resist and gives more spell points. Constitution is important for hit points, and dexterity for increasing defense. (Solo Ability: Challenging).
Typical abilities: Empower Spell, Maximize Spell.

Arcane Cannon[]

Able to unleash massive amounts of destructive magic, these sorcerers can do more damage more quickly than any other class, but can only sustain the onslaught for a limited time.
(Solo Ability: Challenging)

  • STR = 8
  • DEX = 14
  • CON = 14
  • INT = 8
  • WIS = 8
  • CHA = 18

The Dynamic Hand[]

Versatile and dangerous, these sorcerers can suppress and destroy enemies in a variety of ways.
(Solo Ability: Challenging)

  • STR = 10
  • DEX = 12
  • CON = 14
  • INT = 8
  • WIS = 8
  • CHA = 18

The Voice of Power[]

Concentrating on the magic of control and manipulation, these sorcerers can paralyze enemies or force them to fight one another.
(Solo Ability: Experts Only)

  • STR = 10
  • DEX = 12
  • CON = 14
  • INT = 8
  • WIS = 8
  • CHA = 18

Cleric[]

Divine spell casters and healers, Clerics have a broad range of spells at their command. They excel at curing ailments and healing allies but also have the ability to blast enemies with their divine power. High wisdom makes a cleric's spells more difficult for enemies to resist and gives them more spell points. Charisma is important for divine abilities like turning more often.(Solo Ability: Very Good).
Notable abilities: Turn Undead.

The Font of Healing[]

These clerics are known for their amazing capacity for healing and their ability to assist the party. They monitor the status of their allies and are quick to aid anyone when needed.
(Solo Ability: Good)

  • STR = 8
  • DEX = 10
  • CON = 14
  • INT = 8
  • WIS = 18
  • CHA = 12

Scourge of the Undead[]

These clerics use their divine spell power to destroy the undead and other evil doers, and assist others in this mission. They concentrate more on dealing damage with spells but are also capable of healing the party.
(Solo Ability: Very Good)

  • STR = 12
  • DEX = 10
  • CON = 12
  • INT = 8
  • WIS = 18
  • CHA = 10

Warpriest of Siberys[]

Part armored warrior and part healing priest, these clerics fight and heal in equal measure and are extremely self-sufficient. What they lack in cleric specialties, they make up for with force of arms.
(Solo Ability: Excellent)

  • STR = 16
  • DEX = 10
  • CON = 14
  • INT = 8
  • WIS = 16
  • CHA = 8

Wizard[]

Wizards can learn a huge variety of spells and can fine tune their spell list to the task. They can assist the party, summon allies, or destroy opponents with the power of the elements. Hight intelligence makes a wizard's spells more difficult for enemies to resist and gives them more spell points. Constitution is important for hit points, and dexterity for increasing defense. (Solo Ability: Challenging).
Notable ability: Inscribe Spell.

The Ingenious Sage[]

When faced with a problem or obstacle, these extremely versatile and intelligent wizards are rarely without an answer, and they hold their own in battle as well.
(Solo Ability: Challenging)

  • STR = 10
  • DEX = 12
  • CON = 14
  • INT = 18
  • WIS = 8
  • CHA = 8

Necromancer[]

These wizards study the dark art of necromancy and the power of negative energy. They can control the undead or snuff out a living enemy's life force with a word.

(Solo Ability: Experts Only)

  • STR = 10
  • DEX = 12
  • CON = 14
  • INT = 18
  • WIS = 8
  • CHA = 8

Elementalist[]

Elementalists use the combined force of magic and the elements to strike enemies with ferocity and can often hit them with spells they fear the most.
(Solo Ability: Challenging)

  • STR = 10
  • DEX = 12
  • CON = 14
  • INT = 18
  • WIS = 8
  • CHA = 8

Favored Soul[]

Wielding divine magic to both heal and destroy, favored souls have fewer spells than clerics but can cast more often. High charisma grants a favored soul access to higher level spells and gives them more spell points. Wisdom is also important for those who want to use offensive spells as it makes there spells more difficult to resist (Solo Ability: Good).
Typical abilities: Empower Spell, Leap of Faith.

R/N[]

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R/N[]

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R/N[]

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Specialist[]

Specialists can excel in scouting, ranged combat, trap disarming, and more. If you prefer a more specialized role, this is your style.

Ranger[]

Rangers are extremely versatile combatants. They can act as scouts, can wield two weapons at once, and are lethal with a bow. (Solo Ability: Good).
Notable abilities: Favored Enemy, Two Weapon Fighting.

Deepwood Sniper[]

These stealthy rangers are incredibly skilled in archery and are capable of amplifying the destructive power of their arrows. They also make very good scouts.
(Solo Ability: Good)

  • STR = 14
  • DEX = 16
  • CON = 14
  • INT = 8
  • WIS = 14
  • CHA = 8

Tempest[]

These dynamic rangers have more skill and expertise in fighting with a weapon in each hand than anyone else. Constantly training, they can eventually become tempests of whirling steel.
(Solo Ability: Good)

  • STR = 16
  • DEX = 16
  • CON = 14
  • INT = 8
  • WIS = 10
  • CHA = 8

Arcane Archer[]

These rangers are masters of archery. They can create their own powerful arrows and launch them at enemies with incredible speed. When they focus in on a single target they rarely miss.
(Solo Ability: Good)

  • STR = 14
  • DEX = 16
  • CON = 14
  • INT = 8
  • WIS = 14
  • CHA = 8

Rogue[]

Rogues use stealth and a variety of masterful techniques to disarm traps, unlock doors, and take down enemies with devastating sneak attacks. High dexterity boosts defense, reflexes and improves key rogue skills like sneaking and trap disarming. Increased strength for rogues who want to increase attack power, and intelligence to maximize their skills. (Solo Ability: Challenging)
Notable abilities: Disable Device, Open Lock.

The Dark Blade[]

These stealthy rogues do more damage when sneak attacking than anyone else and can eventually inflict their enemies with various debilitating poisons.
(Solo Ability: Challenging)

  • STR = 14
  • DEX = 16
  • CON = 14
  • INT = 14
  • WIS = 8
  • CHA = 8

Master Mechanic[]

These crafty, intelligent rogues are masters at locating traps and disarming them, finding secret doors and lock picking, and can even repair constructs.
(Solo Ability: Challenging)

  • STR = 10
  • DEX = 16
  • CON = 10
  • INT = 16
  • WIS = 12
  • CHA = 8

Thief Acrobat[]

These lively rogues are skilled combatants and are extremely difficult to pin down in battle. They are unequaled in their ability to avoid damage from enemies.
(Solo Ability: Challenging)

  • STR = 16
  • DEX = 14
  • CON = 14
  • INT = 12
  • WIS = 10
  • CHA = 8

Bard[]

Using spells, skills, and powerful magical songs, Bards are the ultimate support characters, simultaneously strengthening friends and weakening foes. High charisma makes a bard's songs and spells more powerful and more difficult for enemies to resist as well as giving them more spell points. (Solo Ability: Challenging)
Notable abilities: Fascinate, Inspire Courage.

Warchanter[]

These battle worn bards focus on boosting combat ability and are able to enhance the damage output and physical defenses of allies.
(Solo Ability: Good)

  • STR = 16
  • DEX = 10
  • CON = 14
  • INT = 8
  • WIS = 10
  • CHA = 15

Spellsinger[]

These magic oriented bards focus on boosting spell casting ability and are able to enhance allied spell casting and heighten spell effectiveness.
(Solo Ability: Challenging)

  • STR = 10
  • DEX = 10
  • CON = 14
  • INT = 10
  • WIS = 8
  • CHA = 18

Virtuoso of the Sword[]

Devoted to the sword and the art of song, these bards are able to extend the duration of their song effects and can enthrall multiple enemies at once, virtually paralyzing them.
(Solo Ability: Good)

  • STR = 16
  • DEX = 8
  • CON = 10
  • INT = 8
  • WIS = 8
  • CHA = 18
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