Druid
Base Class: Druid

you have found yourself secluded in a beautiful grove in a deep and magical forest. a unicorn takes interest in you and you develop a friendship, or you help it save it's grove from danger.

as a token of it's gratitude, it bestows upon you it's magical power.

a circle of the unicorn druid can be easely recognized by it's small unicon horn they grow on their forehead.

Guardian of Good

starting at 2nd level, you gain certain spells granted by the unicorn.

you gain the following spells, which are always prepared and do not count against your number of spells you can prepare.

detect evil and good, dispell evil and good, calm emotions

Unseen Protector

starting at 3rd level, you gain the ability to shroud your movement and that of your compaignions.

you gain the Pass without a Trace spell.

this spell is always prepared and does not count against the number of known spells.

Healing Horn

starting at 6th level, the unicorn's magic flows through your horn, and you gain the healing powers of your friend.

as an action, you can touch a creature with your horn and heal this creature for 2D8 + your Charisma modifier.

you can use this feature a number of times equal to you Charisma modifier.

once you expended all uses, you must finish a long rest to regain all spent uses.

Verdant Wanderer

starting at 10th level, the magical connection with the land given to you by the unicorn grows stronger and extends to your wildshape forms.

when in wildshape, you gain the ability to cast Misty Step at will.

True Form

starting at 14th level, you gain the ability to Wildshape into a unicorn.

you must spend both of your wildshapes to do so.

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