Fighter: Unicorn Knight

by kingstarman

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Unicorn Knight

On the eve of destiny of those who are chosen by divine right, a unicorn will present itself to this mortal and form a unique bonding ritual cementing itself as their partner.

Unicorn knights are held as some of the most famed heroes and royals who are destined to bring about change to their lands. With their celestial steed at their side these fighters lead the charge, fueled by a divine magic that cloaks them in a graceful light.

There are those who forsake their destiny on this Path and as they turn from the light so dose their partner. These are called Knightmares, who's infamy and cruelty rivals that of their grace bound brethrens benevolence.

Royal Saddle

Beginning at 3rd level, if you fall off your mount and descend no more than 10 feet, you can land on your feet if you are not incapacitated. Mounting and dismounting takes you only 5 feet instead of half your movement.

Loyal Unicorn

Also at 3rd level, a unicorn has graced you with its presence and has opened an unspoken bond with you. As an action, you can magically summon the unicorn that is bound to you, appearing in an unoccupied space of your choice within 30 feet of you.

The Loyal Unicorn is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Loyal Unicorn stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the unicorn, such as its color, or its animal makeup; your choice has no effect on its game statistics.

In combat, the unicorn shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the unicorn can take any action of its choice, not just Dodge.

The unicorn remains until it is reduced to 0 hit points, until you use this feature to summon the unicorn again, or until you die. Anything the unicorn was wearing or carrying is left behind when the unicorn vanishes.

Once you summon the unicorn, you can’t do so again until you finish a short or long rest.

Cape of Grace

At 7th level, while you are mounted on your Loyal Unicorn your bond ignites the dormant magic within it, this magic causes your unicorns mane to flare up with magic and forms around you in the form of a cape or cloak. When you hit a creature with a weapon attack while you are mounted on your Loyal Unicorn you deal an additional 1d4 radiant damage.

Additionally, your Loyal Unicorn's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Healing Horn

At 10th level, legends speak of the natural healing powers of the unicorn. When you use your Second Wind feature your Loyal Unicorn regains an equal number of hit points as you do. Alternatively, your unicorn can grant these hit points to a creature within 30ft. of it.

Magic Resistance

At 15th level, you have developed the natural resistances your unicorn was born with. You advantage on saving throws against Spells and other Magical Effects.


Loyal Unicorn

Large celestial


  • Armor Class 12 + PB (Natural armor)
  • Hit Points 5 times your fighter level, Plus your Constitution modifier (the Loyal Unicorn has a number of hit dice [d10] equal to your fighter level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 17 (+3)

  • Saving Throws Dex +2 plus PB, Con +2 plus PB
  • Skills Perception +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12 + PB
  • Proficiency Bonus (PB) equals your bonus

Magic Resistance. The Unicorn has advantage on saving throws against Spells and other Magical Effects.

Actions

Hooves. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: (2d4 + PB) bludgeoning damage.

Horn. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage.

Eternal Grace

At 18th level, you are always considered to be under the effects of your Cape of Grace feature and as long as your Loyal Unicorn is alive and within 100ft. of you you can, as a bonus action teleport to your Loyal Unicorn and mount it as part of the same action.

Additionally, if your Unicorn is killed your radiance grows to an almost unmanageable degree. For the next minute the additional damage from your Cape of Grace is doubled and you gain temporary hit points equal to your fighter level. Any temporary hit points from this feature fade after 1 minute.

 

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