I found this in the homebrew section. I honestly love it. I just wanted to bring attention to perhaps an overlooked gem in that sea of confusion.
Your half-unicorn character shares some qualities with celestials and unicorns.
Ability Score Increase
Your Charisma and Wisdom scores both increase by 1, and one other ability score of your choice increase by 1.
Age
Half-Unicorns mature at the same rate humans do and reach adulthood around the age of 20. They live slightly longer than humans, however, often reaching 110 years.
Alignment
Half-unicorns usually share the temperament of the unicorns who enchanted them, valuing order and usually a level of selflessness. Though some have been swayed to darker goals, most half-unicorns lie around lawful good.
Size
Half-unicorns are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Celestial Blood
You know the Druidcraft cantrip. Also, you can cast the Detect Evil and Good spell at 1st level as a bonus action once with this trait and regain the ability to do so every hour. When you reach 3rd level, you can cast the Calm Emotions spell at 2nd level with this trait and regain the ability to do so after a long rest. When you reach 10th level, you can cast the Dispel Evil and Good spell at 5th level with this trait and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.
Celestial Ancestry
You have advantage on saving throws to prevent being Charmed, Paralyzed, Poisoned.
Unicorn Horn
You are never unarmed. You are proficient with your horn, which is a melee weapon that deals 1d10 magical piercing damage.
Languages
You can speak, read, and write Common, Celestial, and one extra language of your choice.
My thoughts are as follows: What is the other half of the race? Human? Does that mean a human did a unicorn, or a unicorn did a human? Either way seems really messed up and something that a unicorn wouldn't do lol but if we ignore this fact the only other issue I have with the race is I think a spell you learn at level 10 seems weird, mainly because none of the other races have such a high level requirement for a racial spell.That doesn't neccesarily mean it's a bad thing, it just sticks out in a weird way. And I think Celestial Ancestry gives advantage to too many statuses. Lastly, I think being given magical damage at level 1 is kind of a big deal. Maybe being a half-unicorn takes away some of your magical essence and it instead deals non-magical piercing damage.
My thoughts are as follows: What is the other half of the race? Human? Does that mean a human did a unicorn, or a unicorn did a human? Either way seems really messed up and something that a unicorn wouldn't do lol but if we ignore this fact the only other issue I have with the race is I think a spell you learn at level 10 seems weird, mainly because none of the other races have such a high level requirement for a racial spell.That doesn't neccesarily mean it's a bad thing, it just sticks out in a weird way. And I think Celestial Ancestry gives advantage to too many statuses. Lastly, I think being given magical damage at level 1 is kind of a big deal. Maybe being a half-unicorn takes away some of your magical essence and it instead deals non-magical piercing damage.
I don't see realistic way for a unicorn to mate with some sort of humanoid. But what I can see is some humanoid being born with some sort of celestial blessing from a Unicorn (or Kirin), making them more celestial, thus a new race. Perhaps instead of Half-Unicorn, The race could be called Unicorn-Folk (or something like that).
Unicorn Horn: The 1d10 magical piercing damage at level 1 is absolutely broken. If you take a look at other races that start off with a damaging ability (from claws or something) they don't deal 1d10 damage. The "unarmed" weapon should be a last resort imho.
Celestial Ancestry: I'd change this to just charmed. It's incredibly powerful for all 3 status effects.
Speed: What's the reason for 35 speed? Maybe they are hoofed creatures? Maybe think about the kinds of footwear they would need if they were hoofed?
Celestial Blood: I like this, mostly. Race should really be a starting point. You have to be really careful about giving abilities at later levels due to race choices. I like the Druidcraft and the Detect Evil and Good usage. Perhaps make Detect Evil and Good refresh after a short rest? The Calm Emotions spell is honestly a great idea for once per long rest. I'd get rid of the spell gained at level 10.
Unicorn Horn: The 1d10 magical piercing damage at level 1 is absolutely broken. If you take a look at other races that start off with a damaging ability (from claws or something) they don't deal 1d10 damage. The "unarmed" weapon should be a last resort imho.
I feel like this could be a specialty type of centaur playable race. There hasn't been one in 5e and it eowou explain the speed increase. I do agree with the above about the Celestial Ancestry, maybe use the Aasimar trait of resistance to radiant damage instead. The magical trait of the horn could be an bonus action to activate once per day as opposed to being constantly magical.
And, let's be real, it has to be half-human. If D&D lore has taught me anything, it is that humans can and will mix their DNA with anything.
Unicorn Horn: The 1d10 magical piercing damage at level 1 is absolutely broken. If you take a look at other races that start off with a damaging ability (from claws or something) they don't deal 1d10 damage. The "unarmed" weapon should be a last resort imho.
I feel like this could be a specialty type of centaur playable race. There hasn't been one in 5e and it eowou explain the speed increase. I do agree with the above about the Celestial Ancestry, maybe use the Aasimar trait of resistance to radiant damage instead. The magical trait of the horn could be an bonus action to activate once per day as opposed to being constantly magical.
And, let's be real, it has to be half-human. If D&D lore has taught me anything, it is that humans can and will mix their DNA with anything.
I do like this as a subrace of a centaur race. I think that could be a really cool concept. And yes, humans will do whatever they can, I was just visualizing it....Oh God...I did it again..........
Unicorn Horn: The 1d10 magical piercing damage at level 1 is absolutely broken. If you take a look at other races that start off with a damaging ability (from claws or something) they don't deal 1d10 damage. The "unarmed" weapon should be a last resort imho.
Good reference. I've played a minotaur in a few games and it's actually pretty fun. But I think there is a reason it's UA and experimental.
I just think the attack being magical is just a bit much.
I knew of the Minotaur having 1d10, which I think is good because the minotaur is a strength based creature, I don't think the unicorn is as swole as the minotaur, so maybe 1d6 or 1d8 at the most, but DEFO not magical, especially at level 1.
I don't see realistic way for a unicorn to mate with some sort of humanoid. But what I can see is some humanoid being born with some sort of celestial blessing from a Unicorn (or Kirin), making them more celestial, thus a new race. Perhaps instead of Half-Unicorn, The race could be called Unicorn-Folk (or something like that).
I had a dm give the horn the properties of a rapier: finesse, 1d8 piercing. As far as magical, it can come later just like the monk class feature or some other unarmed strike abilities. Role play it as either the unicorn becomes more powerful and can now tap into more of its magical nature or the dm can rule it as an age maturity and thus the age of the unicorn becomes relevant.
My thoughts are as follows: What is the other half of the race? Human? Does that mean a human did a unicorn, or a unicorn did a human? Either way seems really messed up and something that a unicorn wouldn't do lol but if we ignore this fact the only other issue I have with the race is I think a spell you learn at level 10 seems weird, mainly because none of the other races have such a high level requirement for a racial spell.That doesn't neccesarily mean it's a bad thing, it just sticks out in a weird way. And I think Celestial Ancestry gives advantage to too many statuses. Lastly, I think being given magical damage at level 1 is kind of a big deal. Maybe being a half-unicorn takes away some of your magical essence and it instead deals non-magical piercing damage.
.....I didn't need that image in my head. also I get then the weirdness behind it overall my only idea for this idea is say it's also created similar to how half-dragons are a cult mishap.
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I found this in the homebrew section. I honestly love it. I just wanted to bring attention to perhaps an overlooked gem in that sea of confusion.
Your half-unicorn character shares some qualities with celestials and unicorns.
Ability Score Increase
Your Charisma and Wisdom scores both increase by 1, and one other ability score of your choice increase by 1.
Age
Half-Unicorns mature at the same rate humans do and reach adulthood around the age of 20. They live slightly longer than humans, however, often reaching 110 years.
Alignment
Half-unicorns usually share the temperament of the unicorns who enchanted them, valuing order and usually a level of selflessness. Though some have been swayed to darker goals, most half-unicorns lie around lawful good.
Size
Half-unicorns are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Celestial Blood
You know the Druidcraft cantrip. Also, you can cast the Detect Evil and Good spell at 1st level as a bonus action once with this trait and regain the ability to do so every hour. When you reach 3rd level, you can cast the Calm Emotions spell at 2nd level with this trait and regain the ability to do so after a long rest. When you reach 10th level, you can cast the Dispel Evil and Good spell at 5th level with this trait and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.
Celestial Ancestry
You have advantage on saving throws to prevent being Charmed, Paralyzed, Poisoned.
Unicorn Horn
You are never unarmed. You are proficient with your horn, which is a melee weapon that deals 1d10 magical piercing damage.
Languages
You can speak, read, and write Common, Celestial, and one extra language of your choice.
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My thoughts are as follows: What is the other half of the race? Human? Does that mean a human did a unicorn, or a unicorn did a human? Either way seems really messed up and something that a unicorn wouldn't do lol but if we ignore this fact the only other issue I have with the race is I think a spell you learn at level 10 seems weird, mainly because none of the other races have such a high level requirement for a racial spell.That doesn't neccesarily mean it's a bad thing, it just sticks out in a weird way. And I think Celestial Ancestry gives advantage to too many statuses. Lastly, I think being given magical damage at level 1 is kind of a big deal. Maybe being a half-unicorn takes away some of your magical essence and it instead deals non-magical piercing damage.
Published Subclasses
I agree mostly with this.
Unicorn Horn: The 1d10 magical piercing damage at level 1 is absolutely broken. If you take a look at other races that start off with a damaging ability (from claws or something) they don't deal 1d10 damage. The "unarmed" weapon should be a last resort imho.
Celestial Ancestry: I'd change this to just charmed. It's incredibly powerful for all 3 status effects.
Speed: What's the reason for 35 speed? Maybe they are hoofed creatures? Maybe think about the kinds of footwear they would need if they were hoofed?
Celestial Blood: I like this, mostly. Race should really be a starting point. You have to be really careful about giving abilities at later levels due to race choices. I like the Druidcraft and the Detect Evil and Good usage. Perhaps make Detect Evil and Good refresh after a short rest? The Calm Emotions spell is honestly a great idea for once per long rest. I'd get rid of the spell gained at level 10.
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I feel like this could be a specialty type of centaur playable race. There hasn't been one in 5e and it eowou explain the speed increase. I do agree with the above about the Celestial Ancestry, maybe use the Aasimar trait of resistance to radiant damage instead. The magical trait of the horn could be an bonus action to activate once per day as opposed to being constantly magical.
And, let's be real, it has to be half-human. If D&D lore has taught me anything, it is that humans can and will mix their DNA with anything.
I just think the attack being magical is just a bit much.
Dungeon Master - Content Creator - Software Engineer - Fitness Enthusiast
Published Subclasses
OML i have a world and called it unicorn-folk!
I had a dm give the horn the properties of a rapier: finesse, 1d8 piercing. As far as magical, it can come later just like the monk class feature or some other unarmed strike abilities. Role play it as either the unicorn becomes more powerful and can now tap into more of its magical nature or the dm can rule it as an age maturity and thus the age of the unicorn becomes relevant.
.....I didn't need that image in my head. also I get then the weirdness behind it overall my only idea for this idea is say it's also created similar to how half-dragons are a cult mishap.