Warlock
Base Class: Warlock

Mielikki, goddess of the forests, saw fit to raise up one unicorn above all others. The Elder Unicorn, Nierazzidal, was given charge of directing a force of unicorns for the gathering of lost children. The children would be returned to their families, if possible. If the children were orphaned due to accident or acts of evil and had no family to return to, they were taken into the forests and raised to fight evil. Some of those children grow to become druids, rangers, clerics or paladins. Some of the more charismatic children, who were less inclined to the wisdom of guarding the forests are offered contracts by the Elder Unicorn. These chosen warlocks are often tasked with leading small task forces to disrupt evil or recover lost artifacts to keep them from the clutches of villains. It is expected that whenever a warlock under contract with the Elder Unicorn encounters a lost child, they will attempt to reunite them with their family or return them to an enclave of Mielikki. 

Warlocks serving the Elder Unicorn, Nierazzidal, often find that their spells take on a whimsical flair. An eldritch blast may trail glittering sparkles or shift through a prism of colors as it travels to its target. Other spells may create rainbow effects as they are cast. Occasionally, flowers may sprout in the wake of a warlock who performs particularly selfless deeds in the aid of others. 

Expanded Spell List

The Elder 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, entangle
2nd calm emotions, pass without trace
3rd daylight, revivify
4th conjure woodland beings, freedom of movement
5th dispel evil and good, raise dead

Bonus Cantrips

At 1st level, you learn the druidcraft and spare the dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Touch

At 1st level, you gain the ability to channel celestial energy 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.

Prismatic Barrier

Starting at 6th level, the Elder Unicorn grants you the ability to protect yourself and others from harm. You may create a shimmering, prismatic field around yourself and two other creatures you can see within 60 feet. As a bonus action, you and the target creatures each gain a +2 bonus to AC until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Ethereal Steed

Starting at 10th level, you gain the use of an ethereal steed. As an action, you may summon forth an ethereal, shimmering, unicorn-like steed to use as a mount for yourself or another creature for up to eight hours.

A large quasi-real, unicorn appears on the ground in an unoccupied space of your choice within range. The creature is equipped with a saddle, bit, and bridle. Any of the equipment created by this ability vanishes if it is carried more than 10 feet away from the steed.

For up to eight hours, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the effect ends, the steed gradually fades, giving the rider 1 minute to dismount. The effect ends if you use an action to dismiss it or if the steed takes any damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Spirited Away

Starting at 14th level, the Elder Unicorn grants you further ability to protect yourself and others. As an action, you may teleport yourself and up to three willing creatures you can see within 5 ft. along with any equipment they are wearing or carrying, to a location you are familiar with, up to 1000 feet away.  

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2019 10:05:08 PM
274
15
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