Base Class: Sorcerer
These sorcerer gain their powers from being given power by a dying unicorn who has deem them worthy. Unicorns will gift their power to children who are lost or abandon in their domain if needed. When the unicorn passes their power the sorcerer starts to grow a unicorn horn on their forehead. These horns act as the sorcerers' means to tap into their magic and unicorn power.
Other's can obtain a unicorn's power through more nefarious means. One can torment a unicorn until they give them power, or have a black unicorn give them power. This sorcerer's unicorn horn is black and evil.
Horn of the Unicorn
You have a horn in the center of your forehead, this grants you your magical power and unicorn power.
You learn additional spells when you reach certain levels in this class, as shown on the Unicorn Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
- 1st Level: Detect Evil and Good, Entangle
- 3rd Level: Calm Emotion, Pass Without Trace
- 5th Level: Conjure Animals. Plant Growth
- 7th Level: Freedom of Movement, Guardian of Nature
- 9th Level: Dispel Evil and Good, Tree Stride
Healing Touch
At 1st Level, you use an Action to draw power from your horn or touch another creature with your horn. You can target yourself or a creature then target regains (2d8 plus your Charisma Modifier) hit points. You can expend a Sorcery Point to increase the amount by an additional d8, you can expend more than one Sorcery Points to add more d8s.
You can use this feature equal to amount of your proficiency bonus plus your Charisma modifier. You regain all usage of this feature after a finished long rest.
Shimmering Shield
Starting at 6th Level, you can use your Bonus Action to create a shimmering magical field around yourself or another creature you can see in 60 ft. Then the target's AC is increased by your Charisma Modifier. You can expend a Sorcery Point to target additional creature that you can see in 60 ft., but that targeted creature's AC is only increased by half of your Charisma Modifier. The duration of this effect lasts for 1 minute, once this effect is active you can not use this feature again until you have dismiss this effect or the duration has expired. You can use your Bonus Action to change target but the duration still remains the same. If you targeted a second creature, you must use another Sorcery Point to target another creature but that creature gains the AC bonus of the pervious targeted creature. You can use a Bonus Action to dismiss this effect.
You can use this feature equal to the amount of your proficiency bonus. You regain all usage of this feature after a finished long rest.
Unicorn Stride
Starting at 14th Level, you gain the ability to move as hast a unicorn. Your movement speed is increased by 25 ft. If a creature makes an Attack of Opportunity towards you; you can expend a Sorcery Point to impose disadvantage on the Attack of Opportunity.
Unicorn Teleportation
Starting at 18th Level, you gain the unicorn's ability to teleport. Teleport yourself and up three willing creatures you can see within 5 ft. of you, along with any equipment you and the creatures are wearing or carrying. to a location you are familiar with, up to 1 mile. You can only this feature once a day, but if you want to use this feature for a second time or more you'll have to expand 2 Sorcery Points pre time after your first use.
You regain your free usage of this feature after a finished long rest.
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