Base Class: Paladin
The path those of the Oath of Unicorns walk is a fickle one. They are wild creatures themselves but connected by one cause, to protect the light in the world. Light is different for each member, as is the color of their aura. Each member has a color that radiates from their armor and themselves when unarmored. This Light is said to show a reflection of their inner self to others, as an invitation, or as a warning. They tend to be on the Good side of the people, but the darker the aura, the worse they get.
Lawful Good: White
Neutral Good: Sky Blue
Chaotic Good: Light Green (Seafoam)
Lawful Neutral: Grey
Neutral: Brown/Beige
Chaotic Neutral: Dark Pink
Lawful Evil:Purple
Neutral Evil:Maroon
Chaotic Evil: Black
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Healing Touch You touch another creature. The target magically regains 2d8 Hit Points. You can use this feat equal to half your level (minimum of 1)
Step of the Wild you can magically teleport yourself and up to three willing creatures it can see within 5 ft. of it, along with any Equipment they are wearing or carrying, to a location you are is familiar with, up to 60ft away.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Unicorns Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Unicorns
Starting at 7th level, your will to protect others spreads around you. While within 10ft enemy creatures roll at disadvantage if they attack anything other than you.
at 18th level the range of this aura becomes 30ft
Spirit of the Last Unicorn
Starting at 15th level, whenever you or an allied creature within 10ft drop below half health a Spectral Knight forms around them. The Spectral Knight will stay on the same tile as the summoner, and will attack with you. The Spectral Knight grants you 1 extra attack dice per attack and remains for a minute or if the allied creature returns to above half health. Allied creatures can only have 1 knight summoned per 24 hours.
At 20th level increase attack dice to 2
Guardian of Light
At 20th level, as an action you can call out to the light and borrow it's power. With this brilliant glowing armor your ac is increased by +2 in addition, the light envelopes your weapon and allows the user to use Spectrum Split as an action. After 10 minutes the form drops and you gain a point of exhaustion and are considered stunned for the next round.
When you use Spectrum Split as an action you cut through light and darkness itself in a rainbow of colors that opens a gate to the astral sea, beyond the planes. Spectrum split has a 60ft casting range, and a 10ft effective area. Enemies caught within the split must make a DEX saving through to not be pulled through, on a save they take 1d8 radiant and 1d8 necrotic damage, on a fail they are pulled through the Split. The Split closes at the end of your turn.
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