Unicorn Knight (3.5e Prestige Class)

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Author: Zhenra-Khal (talk)
Date Created: 10/72017
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Somewhere between a Paladin and a Warlock, the soul of a Unicorn runs through your veins. 10 5 Moderate Good Poor Good Alternate Magic, Other Other


Unicorn Knight[edit]

Sorcerers carry magic within them granted by blood. Warlocks have been granted power by bargaining with powerful beings. And Paladins have been granted power by their faith in a deity. The Unicorn Knight is a magical warrior who has developed a mystic connection to unicorns and uses that magic to protect them.

Becoming a Unicorn Knight[edit]

Most Unicorn Knights are adventurers who have befriended and fought beside Unicorns, and undergone initiation rituals, including drinking a mixture of unicorn blood and other reagents that would fatally harm an Evil creature that imbibed them separately, much less combined. Paladins, Clerics, Bards, Rangers and Druids are the most common Unicorn Knights.

Entry Requirements
Alignment: Chaotic Good.
Base Attack Bonus: +3.
Skills: Heal 8 ranks.
Spellcasting: Caster level 2nd.
Languages: Sylvan.
Special: Must be a hero to the Unicorn community, having saved Unicorn lives and protected them from at least three incursions.


Table: The Unicorn Knight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Horned Knight, Lay On Horn, Unicorn Amulet, Unicorn Blood, Unicorn Companion +1 Existing Spellcasting
2nd +2 +3 +0 +3 Channel Unicorn Magic (Illumination, Mage Hand)
3rd +3 +3 +1 +3 Horned Knight (Magic), Unicorn Blood (Poison Immunity) +1 Existing Spellcasting
4th +4 +4 +1 +4 Unicorn Magic (Recall, Light Ray)
5th +5 +4 +1 +4 Horned Knight (Silver), Sacred Knight +1 Existing Spellcasting
6th +6/+1 +5 +2 +5 Unicorn Magic (Telekinesis, Flicker), Unicorn Blood (Charm Immunity)
7th +7/+2 +5 +2 +5 Horned Knight (Ghost Touch) +1 Existing Spellcasting
8th +8/+3 +6 +2 +6 Unicorn Magic (Shield, Light Beam)
9th +9/+4 +6 +3 +6 Horned Knight (Brilliant Energy), Unicorn Blood (Compulsion Immunity) +1 Existing Spellcasting
10th +10/+5 +7 +3 +7 Unicorn Magic (Telekinetic Combat, Starstorm), Feyknight

Class Skills (4 + Int modifier per level.)
Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).


Class Features[edit]

All of the following are class features of the Unicorn Knight.

Spellcasting: At each odd level, you gain new spells per day and an increase in caster level and spells per day (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Unicorn Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Unicorn Amulet: Upon becoming a Unicorn Knight, you are given an amulet. This is a magical trinket that acts as a focus for your class abilities, and a refuge for your companion. It must be worn in the Amulet/Necklace slot to function. While worn, it allows you to communicate with your favored community via a pool of crystal clear water in unicorns' home forest. You and any intelligent creatures standing by the pool can communicate back and forth as if by Sending. This is generally used to summon the Unicorn Knight in times of need, and to deliver messages about the goings-on in the community.

Your unicorn companion is tied to this amulet as well; You can summon the companion from the amulet as a standard action, causing them to appear in an adjacent square. You can also recall them to the amulet as a standard action as long as they are within 1 mile per class level; If they are unwilling to return, they will not return to the amulet. This is a Conjuration (Teleportation) effect. While within the amulet, the companion gains Fast Healing equal to your class level.

The amulet can be stolen, however, which is perilous if your companion is inside at the time. If the amulet is destroyed, it explodes, dealing 8d6 points of Force damage in a 10ft radius (Reflex save half; DC 10 + class level + Charisma modifier). If your unicorn companion is within the amulet at the time, they are ejected into an adjacent square, but suffer the damage from the blast with no save, which may kill them.

If the amulet is lost or destroyed, a new one may be made in an 8-hour ritual that uses materials costing 1,000 gold pieces per HD of the Unicorn Knight; Doing so turns the previous amulet into a useless knickknack. However, this cannot be performed with the unicorn companion inside the amulet, and it doesn't restore a slain companion.


Horned Knight (Su): At 1st level, you learn to sprout a slender unicorn horn as a standard action (And you can dismiss it with the same action). This can be used as a Gore attack (Primary natural weapon, 1d8 + 1 1/2 strength bonus for a Medium creature), but also functions as the primary focus of your class features. At 3rd level it bypasses damage reduction as if it were magic; And at 5th level as if it were Silver. At 7th level it gains the Ghost Touch property, and at 9th level, attacks with it ignore armor, being made as incorporeal touch attacks.

Unicorn Blood (Ex): At 1st level, your blood changes. Your blood now functions as Unicorn Blood BoED, both as a ravage and an optional spell component. However, your blood is not as pure, losing effectiveness an hour after being drawn from you.

At 3rd level, you gain a unicorn's immunity to poisons. You become immune to Charm at 6th level and Compulsion at 9th level.


Lay On Horn (Su): Just like a unicorn, you can heal others with your horn. Doing so is a standard action with a range of touch. This ability possesses a pool of healing just like a Paladin's Lay On Hands ability, holding a number of points equal to your character level x your Charisma modifier. You can expend these points of healing to remove harmful conditions affecting the target as well; Points spent in this way don't actually heal the target, but remove afflictions as follows.

For every 5 points of healing you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.

For every 10 points of healing you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.

For every 20 points of healing you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.

You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).


Unicorn Companion: Upon becoming a Unicorn Knight, you gain a loyal Unicorn as a companion, either one who has willingly joined your cause or one you helped raise from a foal yourself. The unicorn possesses hit dice equal to your own, and can be summoned or dismissed using your amulet. If your companion is slain, you lose experience as if it were a familiar. The unicorn companion gains abilities from its hit dice, but it also gains special abilities dependent on your Unicorn Knight level. These bonuses are detailed in their own section below.

Channel Unicorn Magic (Su): Beginning at second level, you can create several effects similar to the innate magic of unicorns. Some of the abilities are usable at will; Others consume daily uses, but all of them require you to manifest your horn in order to use them. You have a number of daily uses equal to your class level, plus your Charisma modifier. These supernatural abilities use the caster level of the class used to qualify for the class; However, they use your character level for caster level when you're wearing your Amulet. Saving throws are all Charisma-based.

  • Illumination: This functions exactly as the Light spell, except that it can be used indefinitely as long as you keep using a swift action each round to maintain it. This ability doesn't consume any uses of your Unicorn Magic. This is an Evocation [Light] effect.
  • Mage Hand: This functions exactly as the Mage Hand spell, except that it can be used indefinitely as long as you keep using a swift action each round to maintain it. This ability doesn't consume any uses of your Unicorn Magic. This is a Transmutation effect.
  • Recall: Gained at 4th level, this ability lets you teleport between two designated locations, and requires you to wear your Amulet. You can teleport to any square adjacent to the pool of water your Amulet is connected to, or back to the last place you teleported to the pool from. When you teleport to the pool, it leaves a glowing rune where you were standing when you teleported (Spot DC 5 to detect), and this may lead to monsters gathering around the rune and awaiting your return. This ability uses one daily use of Unicorn Magic each time you teleport. This is a Conjuration (Teleportation) effect.
  • Light Ray: Gained at 4th level, this ability lets you fire a ray of purifying light at a foe within Medium range with a successful range touch attack. The target takes 1d6 damage per caster level on a successful hit; However, evil-aligned creatures, oozes, fungi and undead take 1d8 damage per caster level, and creatures with the Evil subtype take 1d10 points of damage per caster level. When striking creatures vulnerable to sunlight, such as wraiths and vampires, the creatures struck are affected as if exposed to sunlight for 1 round. This ability consumes one use of your Unicorn Magic. This is an Evocation [Light] [Good] effect.
  • Telekinesis: Gained at 6th level, this ability allows you to replicate the effects of the Telekinesis spell. This ability uses two daily uses of Unicorn Magic. This is a Transmutation effect.
  • Flicker: This ability, gained at 6th level, allows you to either teleport once to anywhere within Long range as if by Dimension Door, or allows you to treat your normal movement as if it were teleportation for 1 round per caster level. This ability uses two daily uses of Unicorn Magic. This is a Conjuration (Teleportation) effect.
  • Shield: Gained at 8th level, this ability allows you to shield yourself. This creates a perimeter shield that protects the space you occupy, granting you a Deflection bonus to AC equal to your Charisma modifier, and immunity to Magic Missiles. It lasts for 1 minute per caster level or until destroyed, and has 4 HP per caster level. This ability costs two daily uses of Unicorn Magic. This is an Abjuration [Force] effect.
  • Light Beam: This ability, gained at 8th level, functions like Light Ray except it deals its damage in a 60ft line, allowing a Reflex save (DC 10 + class level + Charisma modifier) for half damage. This ability consumes two uses of your Unicorn Magic. This is an Evocation [Light] [Good] effect.
  • Telekinetic Combat: Gained at 10th level, this ability functions as Telekinesis, except that it allows you to manipulate weapons, wielding them mentally anywhere within range. For the purposes of attack rolls, you use your Caster Level or Base Attack Bonus, whichever is higher, plus your Charisma modifier. You also use your Charisma modifier in place of your Strength modifier for damage. This ability uses three daily uses of Unicorn Magic. This is a Transmutation effect.
  • Starstorm: This ability, gained at 10th level, functions like Light Ray except it deals its damage in a number of 10ft cylinders, allowing a Reflex save (DC 10 + class level + Charisma modifier) for half damage. Starstorm creates 1 cylinder per caster level plus one per point of Charisma bonus, within Long range, and the cylinders extend upward seemingly endlessly. This ability consumes three uses of your Unicorn Magic. This is an Evocation [Light] [Good] effect.


Sacred Knight: At 5th level, you gain the Good subtype, causing your natural weapons and weapon attacks to bypass damage as if they were good-aligned.

Feyknight (Su): At 10th level, you undergo a transformation. Your Type turns to Fey, and you sprout fine fur, like a horse's, all along your body (In a color of your choice, typically white). Your horn is now permanently manifested, and your hair elongates, becoming a thick mane that extends halfway down your spine. You also gain Damage Reduction 10/Cold Iron, and have a constant Magic Circle Against Evil effect centered on you.


Unicorn Companion[edit]

Table: The Unicorn Knight's Companion

Level Ability Adjustments Special
1st +1 Intelligence Empathic Link, Proficiencies
2nd +1 Strength Share Spells, +1 Natural Armor
3rd +1 Charisma Evasion, Bonus Fighter Feat
4th +1 Dexterity Deliver Touch Spells
5th +1 Constitution +1 Natural Armor
6th +1 Intelligence Uncanny Dodge, Bonus Fighter Feat
7th +1 Strength Improved Evasion, Telepathy
8th +1 Charisma Multiattack, +1 Natural Armor
9th +1 Dexterity Improved Uncanny Dodge, Bonus Fighter Feat
10th +1 Constitution Spell Resistance

Empathic Link: The Unicorn Knight has an empathic link with his unicorn companion out to a distance of up to 1 mile. The Knight cannot see through the unicorn’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the Unicorn Knight has the same connection to an item or place that his Companion does.

When you reach 7th level, you and your companion can communicate with more clarity, as by Telepathy.

Proficiencies: The unicorn becomes proficient with light, medium and heavy armor. If they possess the Telekinetic Combat ability, they also become proficient with simple and martial weapons.

Share Spells: At the Knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his unicorn companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the unicorn companion if it moves farther than 5 feet away, and will not affect the companion again even if it returns to the Unicorn Knight before the duration expires. Additionally, the Knight may cast a spell with a target of “You” on his companion (as a touch range spell) instead of on himself.

The Knight and his companion can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Evasion and Improved Evasion: As the Rogue class features.

Bonus Fighter Feats: At 3rd, 6th and 9th levels, your unicorn companion gains a Fighter feat they qualify for as a bonus feat.

Deliver Touch Spells: Beginning at 4th level, your Unicorn Companion can deliver touch spells for you. If the Knight and his Companion are in contact at the time the Knight casts a touch spell, he can designate his unicorn companion as the “toucher.” The companion can then deliver the touch spell just as the Knight could. As usual, if the Unicorn Knight casts another spell before the touch is delivered, the touch spell dissipates.

Uncanny Dodge and Improved Uncanny Dodge: As the Rogue class features, using the Unicorn's HD for the purposes of determining their effective Rogue level.

Multiattack: When you reach 8th level, your companion gains the Multiattack feat.

Spell Resistance: When you reach 10th level, your unicorn companion gains Spell Resistance equal to 10 + its HD.


Ex-Unicorn Knights[edit]

Unicorn Knights must continue to protect Unicorns from harm, including their companion. If the Unicorn Knight doesn't return to protect their Unicorn friends when they fall under attack, the Unicorn in their care dies, or they harm a Unicorn while under a compulsion, they lose all non-chassis class abilities (All abilities except Base Attack Bonus, Base Save Bonuses, Hit Points, Skills, Feats and Proficiencies) and cannot advance in the class, until they receive an Atonement. Failing in this manner three times within a year, or intentionally harming a Unicorn, results in permanently losing all non-chassis abilities of the class and prevents you from ever advancing in the Unicorn Knight class, in addition to all Unicorns being forever after a step less friendly toward you.





Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Diplomacy +, Handle Animal +, Heal +, Jump +, Knowledge +, Listen +, Perform +, Ride +, Sense Motive +, Spellcraft +, Spot +, Survival + and Swim +
Skill Points4 +
SummarySomewhere between a Paladin and a Warlock, the soul of a Unicorn runs through your veins. +
TitleUnicorn Knight +
Will Save ProgressionGood +