DDO Sun Elf
Dec 06 2022
For the upcoming DDO Hardcore season I'm making a Sun Elf specializing in Light and a bit of extra Turn Undead. Wont' be a great healer and may be short on spell points. My brother said when you hit level 15 you get the iconic equipment package hence why we're doing iconics and why I'm heavy mace rather than bow.
This will be a Sun domain Cleric and I will use two of my regular feats to get the Domain level 3 and 12 feats for flavor though I'll be an ok warrior with the Heavy Mace.
That leaves me five feats. Quicken (so I don't worry about Concentrate skill), Enlarge (for extra range), Maximize (lots of spell power). At level 15 and 18 I'll either do turn undead stuff or double down on spell power with Empower and Intensify.
Sun Elf has some nice Light and Turn Undead enhancements. Also I'll get the weapon training so that I'm ok in melee.
There is a path where you do archery except I think being far back shooting makes it harder to heal allies. Also kind of dilutes the cleric part to be an above average archer but why not be a ranger instead?
Ranks is how many ranks I'm planning on buying. I have a spreadsheet so it calculates total points spent.
Divine Disciple has good Light spell enhancements and SLAs. Although Radiant Servant is quite nice I won't have any points for it. Warpriest is interesting if you want a front-line combatant. Finally, the new Dark Apostate archetype seems totally incompatible with Sun Elf.
So this is my plan for the first 20 levels. Don't think we got past 10 in two tries last time so we'll worry about Epic levels when we get there.
Feats
This will be a Sun domain Cleric and I will use two of my regular feats to get the Domain level 3 and 12 feats for flavor though I'll be an ok warrior with the Heavy Mace.
That leaves me five feats. Quicken (so I don't worry about Concentrate skill), Enlarge (for extra range), Maximize (lots of spell power). At level 15 and 18 I'll either do turn undead stuff or double down on spell power with Empower and Intensify.
Level Feat Description
1 Deity: Favored of Amaunator +1 to hit w Heavy Maces
1 Racial: Elf Sense and Saves +1 Listen, Search, Spot, saves vs enchantments. Immune to magical sleep.
1 Racial: Proficiencies Longbow, Longsword, Rapier, Shortbow
1 Class: Proficiencies Simple Weapons, Light/Medium/Heavy Armor, Shields (not tower)
1 Class: Turn Undead
1 Feat: Quicken Spell faster caster, don't need Concentrate checks
2 Domain: Sun (Spell Power) +2 Fire and Light Spell Power per Cleric Level
2 Domain: Sun (Turning) Turn Undead: allies gain True Sight, 20s enemies incorporeal negated + 10% Light dmg vulnerability
3 Deity: Child of Amaunator +2 to hit/dmg w Heavy Maces
5 Domain: Sun (Searing Light) Searing Light SLA (4 SP; 4s cooldown, shares with DD). Ray. 1d6+6 Light per level (x2 vs Undead)
6 Deity: Amaunator's Flames Stance. 1d8 fire dmg to enemies that hit you, Sacred bonus 25% cold dmg reduction
6 Feat: Enlarge Spell x2 range
9 Feat: Maximize Spell +150 spell power
9 Domain: Sun (Sunbeam) Sunbeam SLA (8 SP, 6s cooldown). 1d6+7 per level + temp blindness (x2 dmg vs undead/oozes)
12 Deity: Beloved of Amaunator +3 to hit/dmg w Heavy Maces
14 Domain: Sun (Sunburst) Sunburst SLA (20 SP, 8s cooldown). 1d6+4 per level AOE + blindness (x2 dmg vs undead/oozes)
15 Feat: Extra Turning +4 Turn Undead
18 Feat: Improved Turning +1 cleric level for Turn Undead
Sun Elf Enhancements
Sun Elf has some nice Light and Turn Undead enhancements. Also I'll get the weapon training so that I'm ok in melee.
There is a path where you do archery except I think being far back shooting makes it harder to heal allies. Also kind of dilutes the cleric part to be an above average archer but why not be a ranger instead?
Ranks is how many ranks I'm planning on buying. I have a spreadsheet so it calculates total points spent.
Tier Enhancement Req Cost Ranks MaxR Total Notes
Core Elven Accuracy I L1 1 1 1 1 +2% to hit w all attacks. Point Blank Shot and Ranged Sneak Attack +2m per Elven Core Ability
Core Sun Elf Intelligence I L4, 1 AP 2 1 0 +1 INT
Core Elven Accuracy II L7, 3 AP 1 1 0 +2% to hit w all attacks
Core Sun Elf Intelligence II L11, 4 AP 2 1 0 +1 INT
Core Elven Accuracy III L16, 6 AP 1 1 0 +2% to hit w all attacks
1 Rejuvenation Dawn 1 AP 2 2 2 4 Heal 10k hp + many effects. Rank 2: can be used on ally, +1 use. Cooldown 3m.
1 Bane of the Restless 1 AP 1 3 3 3 Turn Undead also does 6d6/12d6/18d6 light dmg no save. +2/4/6 cleric levels for turn undead.
1 Keen Senses 1 AP 1 3 0 +1/2/3 to Listen, Search, Spot
1 Morninglord Weapon Training 1 AP 2 1 1 2 +1 to hit/dmg with Morningstars, Maces, 1-H Hammers. +1 to hit/+2 dmg with Mauls.
1 Arcane Fluidity 1 AP 1 3 0 Armor arcane spell failure -5%/10%/15%
2 Blessing of Amaunator 5 AP 2 3 3 6 Blessing SLA (1m/level, 3/rest): T1 Aid, T2 + Spell Resistance, T3 + Death Ward
2 Enchantment Lore 5 AP 1 3 0 +2/+4/+6 saves vs Enchantments. T3: +1 Enchantment DC
2 Nothing Is Hidden 5 AP 1 3 0 Automatically do Search for traps/secret doors with -12/-8/-4 penalty
2 Morninglord Weapon Training II 5 AP 2 1 1 2 +1 to hit/dmg with Morningstars, Maces, 1-H Hammers. +1 to hit/+2 dmg with Mauls.
2 Arcanum 5 AP 2 3 0 +25/50/100 Spell Points, +1/2/3 Spell Penetration
3 Light of the Sun God 10 AP 2 3 3 6 +10/20/30 Light Spell Power
3 Fey Energy Trap 10 AP 1 3 0 Req: Enchantment Lore. 24 SP + 6/level, 10% Incorporeality, -2 Will saves. 1/3/5 uses per rest
3 Fey Sight 10 AP 2 1 1 2 (True Sight) while you have 100+ spell points
3 Morninglord Weapon Training III 10 AP 2 1 1 2 +1 to hit/dmg with Morningstars, Maces, 1-H Hammers. +1 to hit/+2 dmg with Mauls.
3 Arcane Archer 10 AP 4 1 0 Gain access to Arcane Archer tree
4 Amaunator's Brilliance 15 AP 1 3 3 3 Sunburst SLA with WIS-based DC. 25 SP, Cooldown 60/45/30 seconds.
4 Aura of Radiance 15 AP 1 3 3 3 Enemies 2d6/2d8/2d10 Light on melee atk you. Sacred AC +3/6/9 vs shadows and undead.
4 Grace 15 AP 1 1 0 Use DEX to determine dmg with Morningstars, Maces and Hammers
4 Morninglord Weapon Training IV 15 AP 2 1 1 2 +1 to hit/dmg with Morningstars, Maces, 1-H Hammers. +1 to hit/+2 dmg with Mauls.
4 Skill 15 AP 1 1 0 +3% Doublestrike, +3% Doubleshot, +3% Dodge, Bypass 3% Dodge
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Divine Disciple Enhancements
Divine Disciple has good Light spell enhancements and SLAs. Although Radiant Servant is quite nice I won't have any points for it. Warpriest is interesting if you want a front-line combatant. Finally, the new Dark Apostate archetype seems totally incompatible with Sun Elf.
So this is my plan for the first 20 levels. Don't think we got past 10 in two tries last time so we'll worry about Epic levels when we get there.
Tier Enhancement Req Cost Ranks MaxR Total Notes
Core Divine Emissary of Light 0 AP, CL 1 1 1 1 1 +5 Light/Alignment/Universal Spell Power per Light Core Ability
Core Empowered by Light 5 AP, CL 3 1 1 1 1 +2 to all saving throws, +3 PRR
Core Divine Spell Knowledge 10 AP, CL 6 1 1 1 1 Sun Bolt (12 sp, cool 3s, 1d6+3/level all targets in path) as a Cleric 5 spell
Core Divine Spell Knowledge 20 AP, CL 12 1 1 1 1 Sunbeam as Cleric 9 spell
Core Divine Spell Knowledge 30 AP, CL 18 1 1 1 1 Sunburst as Cleric 15 spell
Core Priest of Endless Light 40 AP, CL 20 1 1 1 1 +4 WIS, +2 all saving throws, +10 Light/Alignment/Positive Healing spell power, +1 caster/max caster level Light/Alignment spells, +1 evocation DC
1 Prophetic Zenith 1 AP 1 3 3 3 Nimbus of Light SLA (4/3/2 sp, cooldown 6/5/4s)
1 Defense of the Heart 1 AP 1 3 0 +2/4/6 PRR
1 Divine Smiting I 1 AP 1 3 3 3 +2% crit chance with Light, Negative Energy, Alignment
1 Defense of the Soul 1 AP 1 3 0 +2/4/6 MRR
1 Spell Points 1 AP 1 3 0 +30/60/90 spell points
2 Spell Penetration 5 AP, CL 2 2 3 0 +1/2/3 spell penetration
2 Efficient Metamagic 5 AP, CL 2 2 3 3 6 Empower 2/4/6, Enlarge 1/2/4, Maximize 3/6/9, or Quicken 1/2/4 less spell points
2 Divine Smiting II 5 AP, CL 2 1 3 3 3 +2% crit chance with Light, Negative Energy, Alignment
2 Shield of Dusk and Dawn 5 AP, CL 2 2 1 1 2 When struck inflict 1/2/3d6 Light and Negative damage. T3: if crit enemy is blinded 2s no save
2 Light and Dark 5 AP, CL 2 1 3 3 3 Cast Light/Alignment/Neg Energy spell gain +3 L/A/NE spell power for 6s, stacks 3/6/10.
3 Prophetic Zenith 10 AP, CL 3 1 3 3 3 Searing Light SLA (8/6/4 spell points, cooldown 8/6/4 seconds shared with Domain: Sun)
3 Efficient Metamagic 10 AP, CL 3 2 3 0 Same as above but pick different metamagic feat
3 Divine Smiting III 10 AP, CL 3 1 3 3 3 +2% crit chance with Light, Negative Energy, Alignment
3 Disciple of Dawn 10 AP, CL 3 1 3 3 3 +5/10/15 Positive Healing Amplification and +5 Positive Spell Power
3 Wisdom 10 AP, CL 3 2 1 0 +1 WIS
4 Prophetic Zenith 20 AP, CL 4 1 3 3 3 Holy Smite SLA (13/10/7 spell points, Cooldown 10/8/6s) 1d6+4/level holy dmg to Evil + blind
4 Efficient Heighten 20 AP, CL 4 2 2 0 Heighten costs 1/2 spell points less
4 Divine Smiting IV 20 AP, CL 4 1 3 3 3 +2% crit chance with Light, Negative Energy, Alignment
4 Disciple of Dusk 20 AP, CL 4 1 3 0 +5/10/15 Negative Healing Amplification and +5 Negative Energy Spell Power
4 Wisdom 20 AP, CL 4 2 1 0 +1 WIS
5 Power Balance 30 AP, CL 5 1 1 1 1 Holy Power: Holy Smite does full damage regardless of alignment
5 Transcendence 30 AP, CL 5 1 1 1 1 Transcend Darkness: Cleric spell book has all Light Core Enhancement spells (Sun xxx)
5 Divine Smiting V 30 AP, CL 5 1 1 3 1 +2% crit chance with Light, Negative Energy, Alignment
5 Spell Critical Damage 30 AP, CL 5 1 3 0 Condemnation: +5% crit Light/Negative Energy/Alignment; +2 Caster Level/Max Caster Level
5 Divine Empowerment 30 AP, CL 5 2 1 0 +1 DC with Evocation and Necromancy Spells
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