Trickery Domain: Difference between revisions
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== Domain Spell List == | == Domain Spell List == | ||
* [ | * [[Camouflage|Camouflage(1)]] | ||
* [https://nwn.fandom.com/wiki/Invisibility_(spell) Invisibility(2)] | * [https://nwn.fandom.com/wiki/Invisibility_(spell) Invisibility(2)] | ||
* [https://nwn.fandom.com/wiki/Sleep_(spell) Sleep(3)] | * [https://nwn.fandom.com/wiki/Sleep_(spell) Sleep(3)] |
Revision as of 01:39, 24 June 2022
A Cleric with Trickery Domain is given insight into obfuscation and the way of scamps.
Domain Special Abilities
Bonus Abilities
- Skill Bonus
- +2 Bluff
- +2 Disarm Trap
- +2 Hide
- +2 Move Silently
- +2 Open Lock
- +2 Perform
- +2 Set Trap
- +2 Sleight of Hand
Activation Abilities
- Able to Turn Undead. (See Turn Undead)
Divine Trickery - Bonus to hide, leadership, search, disable trap, move silently, open lock, and sleight of hand checks equal to 1 + 1 per 2 cleric levels. This effect lasts for 5 turns + the cleric's charisma modifier.
Spell Interactions
- (none)
Domain Spell List
- Camouflage(1)
- Invisibility(2)
- Sleep(3)
- Displacement(4)
- Improved Invisibility(5)
- Confusion(6)
- Rogue's Cunning(7)
- Mass Blindness / Deafness(8)
- Otto's Irresistible Dance(9)
Notes
Divine Trickery can be used once per day.- Turn Undead has been extensively customized on Arelith. Read more here.