Warlock
Base Class: Warlock

“Do you have any idea how hard it is to be taken seriously when you're constantly shedding sparkles?”

You have entered into a pact with a unicorn, the symbol of innocence and purity. Its virtuous power courses through you, and you can feel its embrace as it guides you toward a path of pacifism and good. The unicorn rewards you for showing bravery, for standing up for those who cannot protect themselves, and for promoting peace in times of strife. In return for its strength, it insists of you your temperance and your protection of others.

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.

Unicorn  Expanded Spells
Spell Level Spells

1st

Divine Favor, Sanctuary

2nd

Calm Emotions, Prayer of Healing

3rd

Beacon of Hope, Safe Space

4th

Aura of Life, Freedom of Movement

5th

Dispel Evil and Good, Hallow

Mounted Mage

Starting at 1st level, you are extremely comfortable casting spells while mounted. The find steed spell is added to the warlock spell list for you. You have advantage on saving throws made to avoid falling off your mount, and on Constitution saving throws made to maintain concentration on a spell. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Finally, while mounted on any creature, you can make any warlock spell you cast that targets only you also target that creature. The spell ends early on your mount if you become dismounted.

Power of Innocence

Also at 1st level, the unicorn's purity aids you in dispatching evildoers. Once per turn, when you deal damage to an evil-aligned creature with a warlock spell of 1st level or higher, you deal 1d6 additional damage of the same type.

At 6th level, this additional damage improves to 1d8, and to 1d10 at 14th.

Spiral Horn

At 6th level, you can channel the unicorn's power through other beasts you ally yourself with. While mounted on a creature, that creature grows a spiral horn from its head. As a bonus action, you can instruct your mount to act in one of the following ways:

Attack. The mount attacks a creature within 5 feet, using its Strength modifier for the attack roll. On a hit, it deals an amount of piercing damage equal to 1d6 + its Strength modifier, and 1d6 radiant damage.

Purify. The mount casts purify food and drink through its horn.

Shield. The mount gracefully touches its horn to a creature within 5 feet. That creature gains a number of temporary hit points equal to 1d6 + the mount's Wisdom modifier. While a creature has these temporary hit points, they gain a +2 bonus to their AC.

Celestial Steed

Starting at 10th level, while mounted on a creature, that creature gains an additional movement option. Before your mount moves on its turn, you can cause it to teleport to an unoccupied space within 30 feet, bringing with it yourself and any other riders, and any equipment it is wearing or carrying. Its speed is then reduced to 0 until the end of its turn.

You can use this a number of times equal to your Charisma modifier and regain all expended uses when you complete a short or long rest.

Purity And Faith

At 14th level, raw celestial power courses through you. You have immunity to disease, and advantage on saving throws against spells.

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