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Animal Domain: Difference between revisions

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== Domain Special Abilities ==
== Domain Special Abilities ==


===Active Abilities===
===Bonus Abilities===
* Automatically gains [[Animal_language]] at 6th [[Cleric]] level
 
===Activatable Abilities===
* Able to Turn [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]])
* Able to Turn [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]])
* Able to Turn [https://nwn.fandom.com/wiki/Aberration Abberations], [https://nwn.fandom.com/wiki/Animal Animals], [https://nwn.fandom.com/wiki/Beast Beasts], [https://nwn.fandom.com/wiki/Magical_beast Magical Beasts], [https://nwn.fandom.com/wiki/Vermin Vermin] as if they were [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]])
* Able to Turn [https://nwn.fandom.com/wiki/Aberration Abberations], [https://nwn.fandom.com/wiki/Animal Animals], [https://nwn.fandom.com/wiki/Beast Beasts], [https://nwn.fandom.com/wiki/Magical_beast Magical Beasts], [https://nwn.fandom.com/wiki/Vermin Vermin] as if they were [https://nwn.fandom.com/wiki/Undead Undead]. (See [[Turn Undead]])
===Passive Abilities===
* (none)


===Spell Interactions===
===Spell Interactions===

Revision as of 06:28, 12 August 2021

A Cleric with Animal Domain is one with the creatures of the natural world.



Domain Special Abilities

Bonus Abilities

Activatable Abilities

Spell Interactions

Domain Spell List

Notes

  • Turn Undead has been extensively customized on Arelith. Read more here.
  • The summoning spells do not need to be cast from the clerical spellbook in order to be affected by this domain. A summon creature spell cast as another class (if multiclassed) or from an item will summon the more powerful creature for clerics of this domain.