A passionate young unicorn tricked into the prime-material plane. Will use the Charge ability as much as possible to also get a bonus action attk. Stomps on and stabs foes with Horn and Hoofs - will need to take Telepathic Feat if (as a Unicorn) she can’t physically talk.
2nd Level – Reckless Attack, Danger Sense
Always have advantage to attack and Mounted Combatantmakes enemies target Runt + Advantage on Dex saves works with Mounted too for no damage from Dex for half damage
3rd Level – Ancestral Guardian Subclass
First creature hit each turn has disadvantage to attack Runt, plus Runt gets resistance
Now that Aurora has 60ft movement, can attk once and disengage for free, then move back 30ft, and charge 30ft to attk a second time and then gain a bonus action attk from Charge racial feature
6th Level – Spirit Shield
Reaction to reduce damage to Runt by 2d6 (continues to scale with level)
7th Level – Feral Instinct (no surprise and adv for initiative) & Instinctive Pounce (Optional Rule)
On first turn, can rage & move 30ft as a bonus action, attack and then back up 60ft (dart long range)
8th Level – +2 Strength or Crusher Feat (depending on ability score)
Edit: In Volo’s Guide to Monsters all natural weapons that dealt 1d4 + STR damage now deal 1d6 + STR, additionally, it counts as an Unarmed Attack now! So removed the two Fighter Levels and Spirit Shield and Sentinel Clashed and so adding Mobile to get Charge much more easily and regularly
Runt (Princess Mononoke vibes)
Custom Lineage (Small) – Fighter
A wild child raised by dire wolves, so dishevelled and feral that race is currently unknown. Will protect Aurora as she is a Unicorn, the holy protectors of wildlife. Using a Shield, Dart and Rapier.
Friendship is Magic
Aurora
Unicorn (Reskinned Centaur) – Barbarian – Woodland (Ancestral) Guardian & Fighter
A passionate young unicorn tricked into the prime-material plane. Will use the Charge ability as much as possible to also get a bonus action attk. Stomps on and stabs foes with Horn and Hoofs - will need to take Telepathic Feat if (as a Unicorn) she can’t physically talk.
2nd Level – Reckless Attack, Danger Sense
Always have advantage to attack and Mounted Combatant makes enemies target Runt + Advantage on Dex saves works with Mounted too for no damage from Dex for half damage
3rd Level – Ancestral Guardian Subclass
First creature hit each turn has disadvantage to attack Runt, plus Runt gets resistance
4th Level – Feat: Mobile (+10ft movement, don’t provoke opportunity attacks)
5th Level – Extra Attack, +10ft movement
Now that Aurora has 60ft movement, can attk once and disengage for free, then move back 30ft, and charge 30ft to attk a second time and then gain a bonus action attk from Charge racial feature
6th Level – Spirit Shield
Reaction to reduce damage to Runt by 2d6 (continues to scale with level)
7th Level – Feral Instinct (no surprise and adv for initiative) & Instinctive Pounce (Optional Rule)
On first turn, can rage & move 30ft as a bonus action, attack and then back up 60ft (dart long range)
8th Level – +2 Strength or Crusher Feat (depending on ability score)
Runt (Princess Mononoke vibes)
Custom Lineage (Small) – Fighter
A wild child raised by dire wolves, so dishevelled and feral that race is currently unknown. Will protect Aurora as she is a Unicorn, the holy protectors of wildlife. Using a Shield, Dart and Rapier.
1st Level – Feat: Gunner (+1 Dex, ranged atk 5ft.), Thrown Weapon Fighting Style (+2 dmg)
3rd Level – Battle Master Subclass
3 Manoeuvres: Quick Toss (Bonus Action throw weapon +superiority damage)
Manoeuvring Attack (Aurora may move half movement+superiority damage)
Parry (Reaction to reduce damage by superiority + Dex)
4th Level – Feat: Mounted Combatant (As Aurora gets subclass at 3rd level)
Can make any attack that targets Aurora target Runt instead
5th Level – Extra Attack
6th Level – +2 Dex or if maxed, then Fighter Initiate: Archery (for +2 to hit)
7th Level – More Manoeuvres
2 Manoeuvres: Trip Attack (Strength save or prone, useful for flying enemies)
Precision Attack (Can add superiority to hit roll)
8th Level – Feat: Sharpshooter
Equipment to seek / commission
Saddle, Military or Saddle of the Cavalier
Half Plate Barding
Eldritch Claw Tattoo and/or Insignia of Claws
Horseshoes of Speed or Zephyr
Studded Leather Armor (Runt likely not strong enough for Plate)
Returning Weapon
This is the combo my fiancé and I are looking at running in a two person game. What do you think and what tweaks would you make?