Ranger
Base Class: Ranger

A Unicorn Rider is a ranger who has formed a profound, mystical bond with a unicorn. Through this sacred connection, they are granted a portion of the unicorn's divine power, which they use to protect the innocent, heal the wounded, and purify the land from malevolent forces. They are paragons of hope and virtue, riding alongside their celestial steed to bring light to the darkest corners of the world.

Unicorn Bond

When you choose this archetype at 3rd level, you learn to establish a magical bond with a unicorn. You can cast find steed as a ritual, and the steed you summon is a unicorn. This unicorn is friendly to you and your companions, and it obeys your commands.
You can dismiss your unicorn steed at any time as an action, causing it to disappear. You can summon it again as an action, appearing in an unoccupied space within 30 feet of you. The unicorn's hit points are equal to its normal hit points.
The unicorn has the following changes while bonded to you:
* It has a Challenge Rating of 2.
* Its hit points are equal to four times your ranger level.
* Its saving throw bonuses are equal to yours.
* You can communicate with your unicorn telepathically, and it can understand your spoken words.
* It can understand Sylvan and Celestial, but cannot speak.

Divine Strike

At 3rd level, your weapon attacks are imbued with divine magic. Once on each of your turns, when you hit a creature with a weapon attack, you can deal an extra 1d4 radiant damage. This damage increases to 1d6 at 11th level.

Blessed Healing

At 7th level, you can channel the unicorn's healing magic. As an action, you can touch a creature and restore a number of hit points equal to your Wisdom modifier + your ranger level. Once you use this feature, you must finish a short or long rest before you can use it again.
Additionally, you can use a bonus action to expend a spell slot and heal your unicorn. It regains a number of hit points equal to 1d8 per level of the spell slot.

Purifying Aura

At 11th level, you and your unicorn radiate a protective, purifying aura. You and your unicorn have advantage on saving throws against being poisoned, and you are immune to disease.
Furthermore, as a bonus action, you can emit a burst of radiant energy from your unicorn's horn. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or be blinded until the end of its next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Celestial Unity

At 15th level, the bond between you and your unicorn reaches its pinnacle. When you are mounted on your unicorn, you and the unicorn are considered one creature for the purpose of spells and effects, such as haste or bless. Additionally, any spell you cast that targets you can also affect your unicorn, and vice versa.
While you are mounted, you can use your action to cause a flash of divine light to erupt from your unicorn. Each hostile creature within a 20-foot radius of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 5d6 radiant damage and is pushed 10 feet away from you. On a successful save, it takes half as much damage and isn't pushed. Once you use this feature, you must finish a long rest before you can use it again.

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