Homebrew (E.N.H.) Alicorn Species Details
About your species:
you are a medium size alicorn.
Note: when using this species you look like a unicorn that can fly like disney's peter pan, a unicorn that has wings, or a dragon.
History:
Before the d&d worlds came into existence, there existed the annunaki race who are a race of god like and goddess like beings who created tthe universe and divided the universe into different sections with central areas where there are mini Multiverses. there are however only two dimensions that the Annunaki created, the Omega Dimension and the Alpha Dimension. they then created the Alicorn species and the Xenomorphs, then the annunaki gave the alicorns The Alpha Dimension and the annunaki gave the Xenomorph species the Omega Dimension. the annunaki then ordered the alicorn species to create the worlds, dimensions, and universes of the D&d Universe. what the annunaki ordered the Xenomorphs to do is a mystery to all species in the D&d universe except the xenomorphs themselves. the annunaki then created the species throughout the D&d Multiverse except the dragons, mindflayers, and unicorns and the annunaki then ordered some annunaki to be the gods of those species the annunaki created. the Alicorns who spawn magic passively, then taught all the Species in The d&d mutiverse except dragons, unicorns, and mindflayers, how to use magic spawned by the alicorns. the Annunaki then eventually chose to do study the species throughout the d&d multiverse which sometimes means that they send an member of the annunaki race to be a spy. this spy that was sent by the annunaki is a annunaki spy.
the weakness of magic and the two guardians of all magic:
the alicorn's alpha dimension is a dimension where there are no planets or stars but just one earth like landmass that streches infinitely and parts of that landmass has oceans, rivers, ponds, and lakes. in the center of the alpha Dimension is the alicorn's main home and the Temple of Magic. in the Temple of magic there are 8 Obelisks of Magic. each of the 8 Obelisks of Magic give creatures throughout the D&d multiverse, the ability to use magic from a school of magic. these 8 Obelisks of Magic turn alicorn magic into the magic that is used by all creatures throughout the D&d multiverse. without these 8 Obelisks of Magic, all creatures, except the annunaki and the xenomorphs, automatically lose the ability to use magic. and if one of the 8 Obelisks of Magic is destroyed then all creatures throughout the D&d multiverse, except Alicorns, the Xenomorphs, and the Annunaki, lose the ability to cast the school of magic that destroyed Obelisk of Magic gave to all creatures throughout the D&d multiverse, except Alicorns, the Xenomorphs, and the Annunaki. currently, Queen celestia, a powerful alicorn and queen of the logical minded alicorns that looks like a flying unicorn, and Queen Luna, a powerful Alicorn and queen of the animalistic minded alicorns, guard the 8 Obelisks of Magic and rule over all alicorns. Queen Celestia looks like a female unicorn which has wings but Queen Luna looks like a female platinum dragon. Queen Celestia whenever a Aspect of Bahamut appears, it is actually Queen Celestia's Aspect of the Logical Mind. so god Bahamut is actually Queen Celestia. when a Aspect of Tiamat appears it is actually Queen Luna's Aspect of the Animalistic Mind. so goddess Tiamat is actually Queen Luna.
reproduction of alicorns:
female alicorns lay eggs that eventually hatch into baby alicorns. once a baby alicorn hatches, it's mother cleans it with her tongue and then nurses it. female alicorns have horse udders that they use to feed their young their udder milk. alicorns are mammals and alicorn young take as long as it takes a human to reach the adult human age to as long as a century to reach the adult alicorn age. alicorns have sex similar to dogs having sex.
(E.N.H.) Alicorn Traits
Alicorn Species traitscommon proficient
you can speak, read, write, and understand Common.
Draconic Proficient
you can speak, read, write, and understand Draconic.
Telepathy Proficient
you can speak, read, write, and understand Telepathy.
Darkvision
you have at least 60 feet of darkvision.
Tremorsense
you have tremorsense to at least 120 feet.
Your Size
your size is medium.
your carrying capacity
your carrying capacity is gargantuan.
Steed plus
Steed Plus. you can be ridden as if you are a horse. 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.
Biological Melee Weapons
Biological Melee Weapons. you have 4 biological melee weapons and one magically created weapon while you are in dragon form, your kingdom hearts game keyblade, your tail, your claws, the spike on the end of your tail, and your teeth. you have 3 biological melee weapons and one magically created weapon while you are in winged unicorn form, your kingdom hearts game 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
Tail Spike Stab or Bite or Horn 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 piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you are in dragon form, this weapon is actually your ability to either stab something or someone with your tail. also, when you are in dragon form, this weapon is actually your ability to bite something or someone. when you are in winged unicorn form, when you attack with this weapon you actually try to stab something or someone with your horn.
Scratch or 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. in dragon form, when you use this weapon you actually try to scratch something. in dragon form or winged unicorn form, you use a magically brought into existance kingdom hearts game keyblade to do damage to a target.
Biological Ranged Weapons
Biological Ranged Weapons. in your dragon form, you have biological ranged weapons, you can spit condensed magic at enemies or objects, you can emit an explosion of magic in all directions, you can breathe a dragon breath towards enemies and objects, and you can spit a ball of condensed magic at an area or something but you gain the use of them at certain character levels. in your winged unicorn form, 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:
Magic Spit or 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 dragon form or winged unicorn form, when you use this weapon you actually spit a bit of condensed magic at a creature or object. 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. in dragon form or winged unicorn form, when you use this weapon you actually emit a damaging and explosive burst of magic all directions.
Level 3+ weapons:
Super Dragon Breath or 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. in dragon form, when you use this weapon you breathe damaging gas at creatures and objects. in winged unicorn form, when you use this weapon you actually shoot from your horn, a rainbow colored laser beam at multiple creatures or objects.
Dragon Breath or 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. in dragon form, when you use this weapon you breath a type of dragon breath at something. what that dragon breath looks like depends on your imagination or your dungeon master's imagination. in winged unicorn form, 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+ weapon.
Comet Breath or Magic Apocalyptic 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 hit: that 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) 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 spit a explosive ball of condensed magic at an area. in winged unicorn form, this attack is when you instantly charge up your horn with alicorn 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 exploding when they hit something in that area.
Spell Damage Type Alteration
Spell Damage Type Alteration. when you attack a creature with a magic action, you can change the damage type to bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force.
Bag Of Spell Components
Bag Of Spell Components. you have a indestructible bag that magically has an infinite amount of spell components needed to cast any spells. spell components taken from the Bag Of Spell Components cannot be sold, traded, or stolen. the Bag Of Spell Components cannot be sold, traded, or stolen.
Dragon Skin and Strength
Dragon Skin and Strength. your skin and strength gives you some resistances, immunities, and damage bonuses. they are:
Natural Dragon armor. while you are not wearing armor, your armor class is (18 + your highest ability modifier).
Natural Skin Resistance. you have resistance to piercing damage, slashing damage, and bludgeoning damage.
Natural Anti Parasite Skin and Blood. you can't be infected with a parasite.
Natural Condition Resistance and strength. you can roll with advantage to resist getting affected by a condition that is not unconscious condition, dead condition, prone condition, or incapacitated. you don't roll with advantage to resist restrained condition or grappled condition when a non magical rope like thing is used to restrain or grapple you.
Siege Dragon. you do double damage to objects and structures.
Steed Health. after you create your character, manually 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 riding saddle for free as part of the equipment you need in a campaign. this riding saddle is used when you are being ridden. also any container you have can have double the weight it normally can have since steeds like horses in the real world can carry or pull more weight than humans can.
Lung and Body Traits
Lung and Body Traits. you have two lung and body traits and these are what they are:
Unusual Nature. You don't require sleep and air. Additionally, difficult terrain composed of ash, heated things, magma, or lava doesn't cost you extra movement.
Amphibious Plus. You can breathe air and water. You can also breathe lava and magma. you don't get hurt by lava and magma. you can also swim in lava and magma without you and your stuff taking damage. also, lava and magma does not damage your armor, items, and weapons.
Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.
Mimicry. you can mimic any sound or tune you heard by using your voice.
Prehensile Tail or Telekinetic Horn.
Prehensile Tail or Telekinetic Horn. in dragon form, you can use your dragon tail to move objects. in winged unicorn form, you can use your alicorn magic in your horn to telekinetically move objects. this ability cannot be used to fight with weapons.
Your Movement Speeds
Your Movement Speeds. you can use certain movement speeds. and they are:
Your Walking Speed. you have (40 + your proficiency level) feet of walking speed.
Your Flying Speed. you have (30 + your proficiency level) feet of flying speed.
Your Burrowing Speed. you have (30 + your proficiency level) feet of burrowing speed.
Your Swimming Speed. you have (30 + your proficiency level) feet of swimming speed.
Your Climbing Speed. you have (30 + your proficiency level) feet of climbing speed.
Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.
Tunneler. You can burrow through solid rock at half your burrowing speed in order to leave a 40-foot-diameter tunnel in your wake.
note: your proficiency level is 2 at level 1 but your proficiency level increases by 1 each level you gain after level 1.
Area Affected Resistance
Area Affected Resistance. you gain a resistance depending on where you are in the D&d multiverse. you have resistance to force damage while in regions near water or in Wildspace. you have resistance to acid damage while you are in or near sites gripped with decay, when you are in caves, when you are in restored ruins, or when you are in swampy regions. you have resistance to lightning damage while in desert regions, ocean regions, underground areas, or coastal regions. you have resistance to cold damage while in arctic regions, in sea regions, in cold regions, on snow capped peaks, in coastal areas, or on moons. you have resistance to poison damage while you are underground, in ancient ruins, in the feywild, or in forest regions. you have resistance to fire damage while you are in coastal regions, underwater regions, forest regions, in grassland regions, in desert regions or extreme heat regions like volcanic regions. you have resistance to radiant damage while you are close to a sun's warmth in space, while you are in a celestial realm, or while it is daytime. you have resistance to necrotic damage while in coastal regions, in the underdark, or in hell like regions. you have resistance to thunder damage while on a island or in a archipelago. you gain resistance to psychic damage in a mindflayer's territory.
Makers of Magic
Makers of Magic. you gain abilities since you are makers of magic. and they are:
Copy Spell. When a enemy creature within 120 feet of you that you can see casts a spell you don't know, you can choose to commit this spell to memory. you can then use the spell later.
note 1: to use the spell, you will have to homebrew the spell as a feat that you make and add to your character before your next D&D session but if you fail to do this before your next D&D session then you can't learn that spell. this rule makes sense because dragons are knowledge seekers so having this homework requirement makes sense.
Note 2: your spellcasting modifier is your primary ability modifier.
Note 3: classes that learn and can prepare tons of spells like wizards and warlocks, are unable to use the Copy Spell species trait. this is because those classes already will learn lots of powerful spells. classes that learn few spells like clerics and paladins are the exception to this rule. and you cannot use the Copy Spell ability if you multiclass into a class that learns multiple spells. this is for balance and it gives players that have zero or few spells they can learn or prepare, the ability to learn spells.
Learn Language. As an action, you can use your draconic magic to become temporarily proficient in a language that you hear. this process takes an hour but you know the temporary language for 12 hours. after you use this ability you have to wait 12 hours to be able to use it again.
Arcane Siphon. When a creature within 120 feet of you that you can see casts a leveled spell, that creature rolls a 1d20. if the roll is a 14 or lower, you are healed a number of hit points equal to your proficiency modifier.
Arcane Sight. You are always able to sense the presence of magic within 60 feet of you. You see magic as a faint aura around any visible creature or object that bears magic, and you can roll with advantage to know which school of magic that magic belongs to, if any.
Analyze Creature. as an bonus action, you can choose one creature of your choice that is within 120 feet of you to be magically analyzed by you. you can choose to learn either that creature’s highest scores or that creature's lowest ability scores or that creature's saving throw proficiencies or that creatures damage resistances or that creatures immunities or that creature's languages.
Shielded Mind. You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.
Underground Region Traits
Underground Region Traits. while you are underground you have the abilities, Underground Water Fountain, and Underground Atmosphere Generator.
Underground Water Fountain:
Underground Water Fountain. as a action you can attack the wall of an underground cave or tunnel, thus causing drinkable water to magically come out of the wall endlessly until you choose it to stop. this water can fill up an tunnel or cave area to a height of no more than 4 feet high. the drinkable water will be constantly replenished with new drinkable water.
Underground Atmosphere Generator:
Underground Atmosphere Generator. you naturally produce breathable air and a nice environment in underground caves and tunnels just by being in them for an minute. this environment created is soothing to creatures that like things not to cold and not too hot.
Forest Region And Jungle Region Traits
Forest Region And Jungle Region Traits. While you are in a forest region or jungle region, you have three abilities called, Forest And Jungle Generator, Forest And Jungle Knowledge, and Investigator.
Forest And Jungle Generator:
Forest And Jungle Generator. when you are in an barren area for more than a minute, forest trees and forest plants or jungle trees and jungle plants magically grow and appear within 2 miles from you but in that barren land area. lakes and ponds also magically appear in those magically appearing forests and jungles as well. also any jungle or forest that you are in for 1 minute, is magically cleared of garbage and the lakes and ponds are magically cleaned.
Forest And Jungle Knowledge:
Forest And Jungle Knowledge. You can speak, read, write, and understand the language that forest and jungle plants speak. also you magically know the terrain in any forest and jungle but you don't know what dangers lurk in those forests and jungles.
Investigator:
Investigator. you have advantage on investigation checks.
Feywild Region Traits
Feywild Region Traits. while you are in the feywild, you have three extra abilities, Uncanny Tracker, Invisible In Water, and Superspeed.
Uncanny Tracker:
Uncanny Tracker. You can unerringly track any creature you have wounded in the last 24 hours, and you know the distance and direction to your quarry as long as you and your quarry are on the same plane of existence.
Invisible In Water:
Invisible in Water. You can have the invisible condition while fully immersed in water.
Superspeed:
Superspeed. Your speed is doubled for as long as you maintain concentration (as if concentrating on a spell). you can use this up to 2 times per long rest.
Swamp Region And Desert Region Effects
Swamp Region And Desert Region Effects. After being 1 hour in a swampy region, your dragon magic aura has an affect on that region called, Healing Swamp Generator. After being 1 hour in a desert region, your dragon magic aura has an affect on that region called, Prepare Livable Desert Lands.
Healing Swamp Generator:
Healing Swamp Generator. your presence in a swamp for more than 1 minute starts to makes the water in the swamps clean and the plants located around the swamp as healthy and happy as they can be. also, food producing plants start to appear around the swamp if there are none near the swamp so wild animals and other creatures can have food to eat. also by soaking in the swamp, you are cured of any burns or diseases.
Prepare Livable Desert Lands:
Prepare Livable Desert Lands. your presence in the desert causes towns built with bricks of hardened sand to magically come into existence, places of water to magically appear out of nowhere, areas of the desert to become fertile, and plants that produce food magically appear and grow in the desert, and other useful plants magically appear and grow in the desert. these things appear within 15 miles of where you are at after 1 minute of being in the desert. the magically appearing things do not vanish after you leave.
Outer Space Abilities
Outer Space Abilities. While you are on any planet, you have two abilities, Atmosphere Generator, Blinded By Light Immunity, Sun's Light and Solar System Generator.
Atmosphere Generator:
Atmosphere Generator. you naturally make the atmosphere on a planet breathable on a planet just by being on them for an minute. this magically created atmosphere created makes that planet not to cold and not too hot for life to exist. stay long enough on a planet that did not have an atmosphere and then oceans, rivers, and streams will end up existing due to the rainfall created by your Atmosphere Generator ability.
Blinded By Light Immunity:
Blinded By Light Immunity. While you are in outer space, you are immune to being blinded by magical and non magical light.
Sun's light:
Sun's Light. in darkness or dim light, you can emit magical light in a 30-foot-radius sphere centered on yourself..
Solar System Generator:
Solar System Generator. you naturally produce magical aether that you can use to create whole solar systems that each have at least one sun and planets with no livable atmosphere.
Grassland Region Effects
Grassland Region Effects. while you are in a grassland region, you have two abilities, Kingdom Generator and Skills Of Leadership.
Kingdom Generator:
Kingdom Generator. as a passive ability but for being 1 minute or longer in non artic grassland or non artic barren areas, farms will magically appear in those grassland areas which will have magically created animals and already grown and planted farm crops, towns which have wells will magically appear in those grassland areas, sources of water and fishing will magically appear in those grassland areas, sources of random amounts of ore, stone, and clay will magically appear in those grassland areas. you cannot control this ability.
Skills Of Leadership:
Skills Of Leadership. You have advantage in rolling insight checks, persuasion checks, history checks, and intimidation checks.
Cold Region Traits
Cold Region Traits. While you are in a cold region you have three abilities called, Ice Walk, Scales Of Winter, Winter Kingdom Generator.
Ice Walk:
Ice Walk. you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.
Scales Of Winter:
Scales Of Winter. you cannot be seen by other creatures who are more than 20 feet away from you. this passive ability stops working while you are unconscious and when you are dead.
Winter Kingdom Generator
Winter Kingdom Generator. As a passive ability but for being 1 minute or longer in non artic area or barren areas, farms will magically appear in those barren or artic areas which will have magically created animals and already grown and planted cold resistant farm crops, towns which have wells and cold resistant buildings will magically appear in those artic or barren areas, sources of freezing resistant water and fishing will magically appear in those artic or barren areas, sources of random amounts of ore, stone, and clay will magically appear in those artic or barren areas. you cannot control this ability.
Biomechanical Auto Artisan
Biomechanical Auto Artisan. when you create your character, you can purchase a Biomechanical Auto Artisan for 1 gold point.
Unicorn Traits
Unicorn Traits. you have certain unicorn specific abilities. they are Healing Touch, Shimmering Shield, Teleport, Self Heal, Charge, Healing Lick, and Keyblade Powers.
Healing Touch:
Healing Touch. as one action, You touch another creature with your horn. on a 14 or higher custom 1d20 roll, the target magically regains (1d4 + your proficiency modifier) hit points. on each turn you have, you cannot use this ability more than once on a creature on each of your turns.
Shimmering Shield:
Shimmering Shield. as an action but on your turn, you target yourself or one creature you can see within 60 feet of yourself. roll a custom 1d20 roll, on a 14 or higher custom 1d20 roll, the target gains (1d4 + your proficiency modifier) temporary hit points and the target's armor class increases by 2 until your next turn. you can only use this ability on a creature once on each of your turns.
Teleport:
Teleport (1/Day). as a action, you roll a custom 1d20 roll, if you roll a 14 or higher on that custom 1d20 roll, you can magically teleport yourself and any of your allies and party members 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, on a 14 or higher custom 1d20 roll, you magically regain (1d4 + your proficiency modifier) hit points. you can use this ability once per turn you have.
Charge:
Charge. If the unicorn moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra (1d4 + your proficiency modifier) piercing damage. If the target is a creature, it must roll a 15 or higher on a custom 1d20 roll or be knocked prone.
Healing Lick:
Healing Lick. as an action, you lick a creature and then that creature can roll a successful custom 1d20 roll to see if a disease or poison afflicting it is magically removed. and by removed, i mean cured. you succeed on a 14 or higher custom 1d20 roll but you fail on a 13 or lower custom 1d20 roll. this ability works on yourself.
Keyblade Powers:
Keyblade Powers. you have two keyblade given powers.
number 1, you can tap your keyblade on a unlocked something to automatically open that something you tapped your keyblade on.
number 2, you can point your keyblade at something you want to unlock. then a beam comes out of your keyblade and that beam automatically unlocks the thing you want to unlock. but if the lock on the thing you are trying to unlock is a magical lock then you have to roll a 14 or higher on a 1d20 roll to be able unlock that magic lock with your keyblade.
Unicorn Languages
Unicorn Languages. you proficiently speak the extra languages that a unicorn knows which are Celestial, Elvish, and Sylvan.







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