Homebrew Humanoid Unicorn Species Details

Humanoid Unicorns are humanoids who were blessed by a Unicorn and/or celestially touched at birth, or have someone from their ancestry who was. They are bipedal, have a horn on their forehead, ugly facial features and a head that somewhat resembles a horse, as well as hooves and hind legs somewhat like Satyrs'. They may also have a tail and pale skin, but are otherwise mostly humanoid in their appearance, with Unicorn-like features. They have a strong connection to nature, other celestials, and the Feywild. In their dreams, they may even be able to see into the Feywild, sometimes. Humanoid Unicorns have a natural way with animals, particularly horses. Like Unicorns, Humanoid Unicorns have an innate magical ability and have celestial magic coursing through their veins. Humanoid Unicorns are viewed as freaks by most, but may also be seen as messengers of nature-aligned gods or the like by others.

Humanoid Unicorn Traits

The celestial magic coursing through your veins manifests in a variety of traits you share with Unicorns.

Ability Score Increase

Humanoid Unicorns, like Unicorns and other celestial beings, are generally more assertive in imposing their will on reality, be it through a more charismatic personality, generally being more persuasive or stubborn, and/or being more willful / strong-willed in general - your Charisma score increases by 2. Additionally, the innate celestial magic in you also grants one other ability score of your choice an increase by 1.

Speed

Your base walking speed is 35 feet.

Darkvision

Blessed with celestial sight, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unicorn Horn

Your horn is a natural magical weapon. You are proficient with it and can use it to make a melee weapon attack. It deals 1d6 piercing damage. Additionally, you can use it to cast the Light cantrip at will, and Cure Wounds at level 2 using Charisma as its spellcasting ability modifier once per short rest.

Charger

You gain the Charger feat. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove to push the target back and you succeed). You may also choose to knock the target prone instead if you succeed on your shove action.

Celestial Magic

Celestial and fey magic courses through your veins, providing you certain magical resistances, and allowing you to cast certain spells innately. You are resistant to poison damage, and have advantage on saving throws against being charmed or poisoned. You can also cast the Druidcraft cantrip at will, and the Detect Evil and Good spell once per short rest. From character level 3 onwards, you can cast the Calm Emotions spell once per long rest, and at level 9 onwards, you can cast Dispel Evil and Good spell once per long rest.

Equine Affinity

You have proficiency in the Animal Handling (Wisdom or Charisma) skill, and have advantage on Animal Handling (Wisdom or Charisma) checks made with horses or other horse-like creatures.

Languages

You can understand Common, and spoken Sylvan. Sylvan is widely spoken by intelligent beasts of the forests, and fey creatures, for it is rich in vocabulary to describe natural phenomena and spiritual forces. You can also at least understand very basic and rudimentary spoken Celestial as it is a magical language that resonates deep within your celestially touched being.

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