Animal Domain: Difference between revisions
Appearance
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===Activation Abilities=== | ===Activation 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 | * Able to Turn [https://nwn.fandom.com/wiki/Aberration Aberrations], [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]]) | ||
===Spell Interactions=== | ===Spell Interactions=== |
Revision as of 12:43, 12 August 2021
A Cleric with Animal Domain is one with the creatures of the natural world.
Domain Special Abilities
Bonus Abilities
- Automatically gains Animal_language at 6th Cleric level
Activation Abilities
- Able to Turn Undead. (See Turn Undead)
- Able to Turn Aberrations, Animals, Beasts, Magical Beasts, Vermin as if they were Undead. (See Turn Undead)
Spell Interactions
- Able to Summon more powerful creatures using Summon Creature I through Summon Creature IX and Elemental Swarm.
- Note that Animal Domain, Vermin Domain and Greater Spell Focus: Conjuration do not stack to add 2/3 Tiers, if 2 or more are present, the summons receive the Spell Focus Bonus as well as the Tier Bonus.
Domain Spell List
- Camouflage(1)
- One With The Land(2)
- Hold Animal(3)
- True Seeing(4)
- Quillfire(5)
- Polymorph Self(6)
- Aura Of Vitality(7)
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.