Homebrew (E.N.H.) Unicorn Species Details

about your character as a member of the Unicorn species:

you are a four legged, Adult, Medium size, Unicorn that joins your party.

 

What is known about Unicorns:

Unicorns can be medium size but they like to live among people and and other creatures while looking like themselves. they can be evil, good, or neutral in temperament just like humans. they tend to work as steeds, veterinarians, healers, and any other job that has them work with other creatures since they can more easily get creatures to trust them. they are a part of the common dragon species which are known to be really good steeds of same size or smaller, two legged, non animal creatures.

 

History of Battle Unicorns: 

 

throughout history Unicorns have been the steeds of two legged non animal creatures in forests and in many battles and this has made Unicorns famous due to the heroic deeds of the non animal creatures that ride them. 

(E.N.H.) Unicorn Traits

Unicorn traits:

sylvan proficient

you can speak, read, and write sylvan.

Horn of Movement

you can use the magic in your horn to move objects. it cannot be used to fight with weapons.

Unicorn Steed Plus

you can be ridden as if you are a horse but you cannot use any movement speed other than your walking speed while being ridden. while being ridden and in combat you take your turn right after your rider or your rider's summoned steed. also, while being ridden, your walking speed is used by you and your rider. you can only be ridden by your party members. also you can't be ridden by a party member that is larger than your size. you can be ridden by and party member that is the same size as you or smaller. while you are being ridden, you and your rider move like someone riding a horse but with you and your rider being able to each choose the direction you move.

Magic Resistance

you have advantage on saving throws against spells and other magical effects.

Common Proficient

you can read, write, speak, and understand common.

Celestial Proficient

you can read, write, speak, and understand Celestial.

unicorn attack limitation

you cannot attack something while flying unless your party's Dungeon master says otherwise.

Unicorn abilities

Unicorn Abilities. you have certain unicorn specific abilities. they are Healing Touch, Shimmering Shield, Teleport, Self Heal, Charge.

Healing Touch:

Healing Touch. as one action but instead of using that action to attack something, You touch another creature with your horn. The target magically regains (1d8 + your proficiency modifier) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Shimmering Shield:

Shimmering Shield. you target yourself or one creature you can see within 60 feet of yourself. The target gains (1d8 + your proficiency modifier) temporary hit points and the target's armor class increases by 2 until your next turn.

Teleport:

Teleport (1/Day). as a action you can magically teleport yourself and up to three willing creatures you can see within 5 feet of you, along with any equipment they are wearing or carrying, to a location you are familiar with, up to 1 mile away.

Self heal:

Self Heal. as a action, you magically regain (1d8 + your proficiency modifier) hit points.

Charge:

Charge. If the unicorn moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra (2d8 + your proficiency modifier) piercing damage. If the target is a creature, it must roll a 15 or higher roll on a 1d20 roll or be knocked prone.

Unicorn Dash

as a bonus action you can move up to half your speed without provoking opportunity attacks and then you can use (E.N.H.) Radiant Horn.

note: while you are being ridden, this ability is unable to be used.

Magic Weapons

Magic Weapons. your weapon attacks are magical.

Darkvision

you have dark vision up to 60 feet.

Unicorn walking

you can walk or run up to 40 feet.

your carrying capacity

your carrying capacity is two sizes bigger than you.

your size

your size is medium.

telepathy proficient

you can speak, read, and write telepathy.

Grass Eater

if you enter an area that has grass, then after 20 minutes of you being in that area, you have eaten enough grass to fulfill your need for at least 1 meal for the day.

Elvish proficient

you can speak, read, understand, and write elvish.

poison resistance

you are resistant to poison.

steed health

after you make your character, manually make and choose the feat that is called, Tough, which states, "Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points."

Steed starting equipment

you get a (E.N.H.) A Steed's Saddle for free as part of the equipment you need in a campaign. this special riding saddle is used on you by a rider when you are being ridden.

Biological Ranged Weapons

 Biological Ranged Weapons. you have biological ranged weapons, you can shoot magical lasers from your horn at enemies or objects, you can emit an explosion of magic in all directions, and you can shoot a barrage of explosive rainbow colored lasers from your horn at an area or something but you gain the use of them at certain character levels. these are the weapons:

Level 1+ weapons:

Darklight Bolt. ranged attack roll: one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 60-foot range. on a successful hit(1d8 + your highest ability modifier) damage to the target . the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. in winged unicorn form, when you use this weapon you actually shoot from your horn, a black and white laser beam at something or someone.

Magic Burst. ranged attack roll: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 5-foot to 40-foot emanation centered on yourself. on a successful hit(1d8 + your highest ability modifier) damage to the target . the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. when you use this weapon you actually emit a damaging and explosive burst of magic all directions. 

Level 3+ weapons:

Moon Bolt. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of Effect: 60-foot cone. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually shoot from your horn, a rainbow colored laser beam at multiple creatures or objects.

Lunar Bolt. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of effect: a 5 feet wide and 60 feet long line. each creature in the 10 feet wide and 60 feet long line area of effect rolls a custom 1d20 roll to avoid the attack. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. this weapon is when you use this weapon you actually shoot from your horn, a red, yellow, and blue colored laser beam at a line of multiple creatures or objects.

Level 7+ weapons

Apocalypse Bolt Barrage. ranged weapon attack. Reach: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Area of Effect: a 20 foot circular area centered on a point within 120 feet from you. each creature in the 20-foot circular area of attack rolls a custom 1d20 roll to avoid the attack. on a successful hitthat creature takes (1d8 + your highest modifier) damage, that creature is blinded for one round, and anything that is on it or around it that can be dissolved or damaged by acidic substances or fire, gets damaged or starts dissolving or starts burning. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damagethe damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force.  this attack is when you instantly charge up your horn with magic and then you shoot that charged magic at an area in the form of a barrage of multiple explosive rainbow colored lasers hitting an area and then those lasers exploding when they hit the something in that area.

Biological Melee Weapons

Biological Melee Weapons. you have 3 biological melee weapons, your kingdom hearts game series like keyblade, your horn, and your hooves. these are the weapons:

Tail Whip or Kick. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either bludgeoning, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you are in dragon form, this weapon is actually when you try to whip something with your tail. when you are in winged unicorn form, this weapon is actually your ability to try to kick something

Horn Stab. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you attack with this weapon you actually try to stab something or someone with your horn.

Keyblade Attack. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually try to slice something with your keyblade.  you can also tap something with your keyblade to unlock something without making a roll but there might be consequences in doing so and you have to be in melee range of the thing you are trying to open in order for your keyblade to unlock that thing.

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