5e SRD >Spells >

Unicorn Rush

3rd-level conjuration

Casting Time 1 action

Range 30 feet

Components V, S, M (an ivory unicorn figurine of at least 100 gp value, not consumed by the spell)

Duration Instantaneous

In this world packed with technology and industry, the oldest denizens of the forest still have a role to play.

Choose a point within range. A spectral unicorn appears and charges up to 100 feet in any direction from where it was summoned. If a creature is in its path, it unerringly strikes with its horn, dealing 2d8+4 magical piercing damage.

The creature must also make an Athletics or Acrobatics check (DC 14) or be knocked prone. When the unicorn makes contact with a creature in this way, it disappears. If the unicorn does not touch another creature, it runs up to 100 feet before disappearing.

You may dismiss it earlier, if desired.

If you summon the unicorn into an adjacent space, you may mount the unicorn just before it charges (using half your movement, per normal mounting rules), moving with the unicorn until it disappears. When the unicorn vanishes, you land adjacent to the target; you must make a DC 10 Acrobatics check or fall prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may summon one additional unicorn. If these are summoned next to allies, those allies may use their reactions to mount an adjacent unicorn and ride it as previously described. You may select which creatures are able to mount the additional unicorns, and you need not mount the first unicorn for your allies to mount additional ones. If multiple unicorns strike the same target, the target has disadvantage on the check against being knocked prone. In addition, all unicorns beyond the first deal half damage to the target.

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Tails of the City © 2020, Silver Games, Llc; Authors: David Silver