Unicorn Charger

A unicorn charger is the living embodiment of purity and attunement with nature. Most often female, unicorn chargers form a chaste yet passionate devotion to the horned guardians of the forest and fey realms and their wild spirit of freedom and purity. This immanent communion allows them to confer the semblance and powers of a true unicorn on another mount. The mount of a unicorn charger is elevated in mind, heart, and spirit to a creature of surpassing grace and loveliness, yet also courage and ferocity when threatened by those with evil in their hearts.

A unicorn charger and her mount form a potent alliance to drive back the forces of darkness and to bring light and healing wherever they tread.

  • Ex-Unicorn Chargers: Some unicorn chargers may not fulfill their roles as guardians of good. At the GM’s option, a unicorn charger that permanently acquires a non-good alignment or goes against the natural world may lose their powers. If this becomes a permanent loss, the ranger should choose another archetype. On the other hand, the GM may allow the unicorn charger to act as a force of corruption, profaning their duty and allegiance and becoming as impure as others are pure.

Unicorn Mount

At 3rd level, you acquire the ability to cast find steed without expending a spell slot or having the spell prepared. Your steed boasts a unicorn-like horn that as an Action deals 1d8 piercing damage and uses its Strength and proficiency bonus. If you are at least 7th level, you can choose to summon a powerful steed. It has the statistics of a unicorn, but only has the multiattack, hooves, and horn Actions. It cannot perform Legendary Actions. If you are at least 17th level, your steed has all the Actions of a unicorn, but still cannot perform Legendary Actions.

Three times per day, it can use its action to magically regain 11 (2d8 + 2) hit points.

You must finish a long rest before using this feature again.

Lambent Smite

Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

The damage increases by 1d8 if the target is a fey or fiend.

Aura of Courage

Starting at 11th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Section 15: Copyright Notice

The Dragon's Hoard #5 © 2021, Legendary Games; Lead Designer: Jason Nelson. Authors Matt Kimmel, Michael 'solomani' Mifsud, Scott D. Young, Mark Hart, Thurston Hillman, and Jeff Ibach.

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