Animal Domain: Difference between revisions
Appearance
→Domain Spell List: swapped spell references to internal |
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* [[Camouflage]](1) | * [[Camouflage]](1) | ||
* [[One With | * [[One With the Land]](2) | ||
* [[Hold Animal]](3) | * [[Hold Animal]](3) | ||
* [True Seeing (spell)|True Seeing]](4) | * [[True Seeing (spell)|True Seeing]](4) | ||
* [[ | * [[Hold Monster]](5) | ||
* [[Awaken]](6) | * [[Awaken]](6) | ||
* [[Aura | * [[Aura of Vitality]](7) | ||
* [[Dominate Animal]](8) | * [[Dominate Animal]](8) | ||
* [[Nature's Balance]](9) | * [[Nature's Balance]](9) |
Revision as of 02:44, 21 July 2022
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 one of Animal Domain OR Vermin Domain AND Greater Spell Focus: Conjuration 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)
- Hold Monster(5)
- Awaken(6)
- Aura of Vitality(7)
- Dominate Animal(8)
- Nature's Balance(9)
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.