Base Class: Warlock
Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.
Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn’s forest, where evil creatures pursue at their peril.
For one reason or another, you have sworn to uphold the values of the unicorn, and it has bestowed blessings upon you.
Expanded Spell List
The Unicorn lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, guiding bolt |
| 2nd | moonbeam, lesser restoration |
| 3rd | daylight, revivify |
| 4th | conjure woodland beings, aura of purity |
| 5th | dispel evil and good, greater restoration |
Bonus Cantrips
At 1st level, you learn the spare the dying and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel the unicorn's aura to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Domain of Healing
At 6th level, as a reaction, when a good-aligned creature within 30 feet of you casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect. You can expend this feature a number of times equal to 1 + your Charisma modifier per short rest.
Ethereal Steed
At 6th level, you gain the ability to summon a spirit that assumes the form of a loyal, majestic unicorn. Appearing in an unoccupied space within range, the creature has the stat block provided in the Monster Manual for a pegasus, and is celestial and good-aligned. Additionally, it gains the ability to understand one language of your choice that you speak. You control the mount in combat, and it acts on your initiative. You can use your bonus action to command it to take the attack, dodge, dash, help, or disengage action. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as a bonus action. You may use this feature once per long rest, which re—summons the bonded mount, with all its hit points restored and any conditions removed.
Greater Ethereal Steed
Starting at 10th level, your bond with your ethereal steed has grown to grant it additional abilities. Your steed becomes strengthened by the original unicorn, as it is granted some of their abilities. Your steed still uses the pegasus stat block from the Monster Manual, however, it has gained the following additional benefits.
- Your steed is immune to poison, and cannot be charmed
- Your steed learns the horn attack, and the ability to charge
- Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
- Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Unicorns Vengeance
Starting at 14th level, your unicorn begins to embody more of its ancestral traits due to your bond with your patron. Your steed still utilizes the Monster Manual stat block for pegasus, however, gains the following traits from the Unicorn stat block. The unicorn can use these traits a combined number of times per long rest equal to your Charisma modifier.
- Shimmering Shield: The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
- Healing Touch: The unicorn touches another creature with its horn. The target magically regains 2d8 + 2 hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
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