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Unicorn: A Terrible, Adorable Idea

Dire Human

First Post
Been thinking about it some more, so let's update. Feats (and an optional silly idea) are also listed below, so get playtesting, people!

Unicorn
Ability Scores: +2 Charisma, +2 Wisdom or +2 Strength
Size: Medium
Speed: 7 Squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Heal, +2 Nature
Fey Origin: Your species is native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Natural Weapon: Choose one of the following effects:

  • Defensive Horn: When you make a weapon attack, you can use your horn, which is a one-handed melee weapon in the spear and heavy blade weapon groups. This weapon has a +3 proficiency bonus, and it deals 1d8 damage. Additionally, you gain a +1 shield bonus to your AC and Reflex defenses while you wield this weapon. When you use a weapon power you are considered to wield this weapon in one hand, and your mouth still counts as a "free hand" (see Quadruped, below). You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
  • Magical Horn: When you use an implement power, you can use your horn. When you create your character, choose the type of implement that your horn counts as. When you use an implement power you are considered to wield this implement in one hand, and your mouth still counts as a "free hand" (see Quadruped, below). You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
  • Powerful Horn: When you make a weapon attack, you can use your horn, which is a two-handed melee weapon in the spear and heavy blade weapon groups. This weapon has the high crit weapon property and a +2 proficiency bonus, and it deals 1d12 damage. When you use a weapon power you are considered to wield this weapon in both hands, and your mouth does not count as a "free hand" (see Quadruped, below). You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
  • Stomping Hooves: When you make a weapon attack, you can use your hoof, which is a one-handed melee weapon in the club and light blade weapon groups. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d4 damage. When you use a weapon power you are considered wield this weapon in each hand, although your mouth still counts as a "free hand" (see Quadruped, below). You can enchant and disenchant each of your hooves. When you disenchant your hoof, it does not turn to dust.
Quadruped: Your carry, lift, and drag load are 4 times higher than a normal character. You don’t have hands, and cannot wield implements, weapons, and shields other than your natural weapons. You can hold items in your mouth, however, and your mouth counts as a "free hand" for the purposes of game effects (such as the Grab action). Due to your unusual shape, any armor you buy or equip must first be fitted, costing an extra 30 gold.
Unicorn's Grace: You gain a +2 bonus to Athletics checks made to jump.

Horn Touch: You have the horn touch racial power.
Horn Touch – Unicorn Racial Power
A touch of your magical horn grants renewed vigor.
Encounter
Minor Action, Melee 1
Target: You or one ally
Effect: The target can make a saving throw against one effect that a save can end. If the target is an ally, the target can also spend a healing surge.
Heroic Tier

Beguiling Magic
Prerequisite: Unicorn, Magical Horn class feature
Benefit: Your magical horn gains the forceful and undeniable properties.
(Whenever you pull, push, or slide a target with an attack power using a forceful implement, the distance of the forced movement increases by 1 square. You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.).

Brutal Horn
Prerequisite: Unicorn, Powerful Horn class feature
Benefit: Your powerful horn gains the brutal 2 property.
(A brutal weapon’s minimum damage is higher than that of a normal weapon. When rolling the weapon’s damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon’s brutal value, and then use the new value.)

Canny Hooves
Prerequisite: Unicorn, Stomping Hooves class feature
Benefit: Your stomping hooves gain the defensive property.
(A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.)

Lancing Magic
Prerequisite: Unicorn, Magical Horn class feature
Benefit: Your magical horn gains the distant and the unerring properties.
(The range of your area and ranged attack powers increases by 2 when they’re used through a distant implement. You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement.).

Resplendent Magic
Prerequisite: Unicorn, Magical Horn class feature
Benefit: Your magical horn gains the shielding and the energized (radiant) properties.
(Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn. When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.)

Shielding Horn
Prerequisite: Unicorn, Defensive Horn class feature
Benefit: The shield bonus to AC and Reflex granted by your defensive horn increases by 1. In addition, when you use a weapon power using your defensive horn you are considered to be wielding a shield, but your mouth does not count as a "free hand" for the duration of the attack.


Additional Options


I considered adding this option originally, but backed down because it suspended disbelief a little too much (and because, quite frankly, it's a little silly). However, if you're seriously considering a ranged character and can handle the jokes, feel free to use it.

Natural Weapon: Add the magical bolt to the list of option:

  • Magical Bolt: When you make a weapon attack, you can use your horn to fire a magical bolt, which is a two-handed ranged weapon in the crossbow weapon group. This weapon has the load minor weapon property and a +2 proficiency bonus, and it deals 1d8 damage. Its range is 15/30. When you use a weapon power you are considered to wield this weapon in both hands, and your mouth does not count as a "free hand" (see Quadruped, below). You reload the magical bolt by channeling energy into your horn as a minor action, which does not require ammunition or any free hands. You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
There, I have (I believe) covered every corner case in 4th Edition at this moment: shields, implement classes, Two-Weapon Fighting Rangers, Rogues, Swordmages, Barbarians, and now ranged weapons. If I've missed something, please let me know.

Let's start making some racial feats for this fellow, eh?
 

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Dire Human

First Post
Frighteningly enough, I have thought more about my unicorn race, and have decided to rebalance it. I know, I'm just as frightened as you are. Let the prettiness commence!

Unicorn
Ability Scores:
+2 Charisma, +2 Wisdom or +2 Strength
Size: Medium
Speed: 7 Squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Heal, +2 Nature
Fey Origin: Your species is native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Natural Weapon: Choose one of the following effects:

  • Magical Horn: When you use an implement power, you can use your horn. When you create your character, choose the type of implement that your horn counts as. When you use an implement power you are considered to wield this implement in one hand, and your mouth still counts as a "free hand" (see Quadruped, below). You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
  • Parrying Horn: When you make a weapon attack, you can use your horn, which is a one-handed melee weapon in the spear and heavy blade weapon groups. This weapon has a +2 proficiency bonus, and it deals 1d8 damage. If you have proficiency in a military or superior melee weapon, the proficiency bonus increases by 1. When you use a weapon power you are considered to wield this weapon in one hand, and your mouth still counts as a "free hand" (see Quadruped, below). If you have proficiency with light shields, you can choose to gain a +1 shield bonus to your AC and Reflex defenses while you wield this weapon, but your mouth no longer counts as a “free hand”. If you have proficiency with heavy shields, you can choose to increase the shield bonus by 1. You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
  • Powerful Horn: When you make a weapon attack, you can use your horn, which is a two-handed melee weapon in the spear and heavy blade weapon groups. This weapon has a +2 proficiency bonus, and it deals 1d10 damage. If you have proficiency in a military or superior melee weapon, your horn gains the high crit property. When you use a weapon power you are considered to wield this weapon in both hands, and your mouth does not count as a "free hand" (see Quadruped, below). You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
  • Stomping Hooves: When you make a weapon attack, you can use your hoof, which is a one-handed melee weapon in the mace and light blade weapon groups. This weapon has the off-hand weapon property and a +2 proficiency bonus, and it deals 1d6 damage. If you have proficiency in a military or superior melee weapon, the proficiency bonus increases by 1. When you use a weapon power you are considered wield this weapon in each hand, although your mouth still counts as a "free hand" (see Quadruped, below). You can enchant and disenchant each of your hooves. When you disenchant your hoof, it does not turn to dust.
Quadruped: Your carry, lift, and drag load are 4 times higher than a normal character. You don’t have hands, and cannot wield implements, weapons, and shields other than your natural weapons. You can hold items in your mouth, however, and your mouth counts as a "free hand" for the purposes of game effects (such as the Grab action). Due to your unusual shape, any armor you buy or equip must first be fitted, costing an extra 20 gold.
Unicorn's Grace: You gain a +5 bonus to Athletics checks made to jump.

Horn Touch: You have the horn touch racial power.
Horn Touch – Unicorn Racial Power
A touch of your magical horn grants renewed vigor.
Encounter
Minor Action, Melee 1
Target: You or one ally
Effect: The target can make a saving throw against one effect that a save can end. If the target is an ally, the target can also spend a healing surge.

Heroic Tier Feats


Beguiling Magic
Prerequisite: Unicorn, Magical Horn class feature
Benefit: Your magical horn gains the forceful and undeniable properties.
(Whenever you pull, push, or slide a target with an attack power using a forceful implement, the distance of the forced movement increases by 1 square. You gain a +1 bonus to attack rolls against Will when attacking with an undeniable implement.).

Brutal Horn
Prerequisite: Unicorn, Powerful Horn class feature
Benefit: Your powerful horn gains the brutal 2 property.
(A brutal weapon’s minimum damage is higher than that of a normal weapon. When rolling the weapon’s damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon’s brutal value, and then use the new value.)

Canny Hooves
Prerequisite: Unicorn, Stomping Hooves class feature
Benefit: Your stomping hooves gain the defensive property.
(A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.)

Lancing Magic
Prerequisite: Unicorn, Magical Horn class feature
Benefit: Your magical horn gains the distant and the unerring properties.
(The range of your area and ranged attack powers increases by 2 when they’re used through a distant implement. You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement.)

Resplendent Magic
Prerequisite: Unicorn, Magical Horn class feature
Benefit: Your magical horn gains the shielding and the energized (radiant) properties.
(Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn. When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type. The bonus increases to +3 at 11th level and +4 at 21st level.)


Additional Options


Natural Weapon:
Add the magical bolt to the list of options:

  • Magical Bolt: When you make a weapon attack, you can use your horn to fire a magical bolt, which is a two-handed ranged weapon in the crossbow weapon group. This weapon has the load minor weapon property and a +2 proficiency bonus, and it deals 1d8 damage. Its range is 15/30. If you have proficiency in a military ranged weapon, the damage increases to 1d10. When you use a weapon power you are considered to wield this weapon in both hands, and your mouth does not count as a "free hand" (see Quadruped, below). You reload the magical bolt by channeling energy into your horn as a minor action, which does not require ammunition or any free hands. You can enchant and disenchant your horn. When you disenchant your horn, it does not turn to dust.
 



Major Moab

First Post
Oh my GAWD!!!!!!
Jester, I wanna play a unicorn vampire!! Can I please please please?!!

I just got to use the phrase "unicorn vampire." I am so winning right now. Tiger blood!
 




Dannyalcatraz

Schmoderator
Staff member
Supporter
Unicorn Barbarian is awesome.

"What is best, Stormhoof?"

"To nuzzle your enemies, have them prance before you, and hear their lamentation as they find your meadow muffins betwixt the toes of their sandaled feet."
 


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