Circle of Unicorns
Whether they look for unicorns as they roam the wild, have spent their youth among them, or now try to protect them, the druids of the Circle of Unicorns share the beliefs and ideals that unicorns symbolize. The druids of the circle of unicorns prioritize healing and the protection of living things. They travel around the wild in search of creatures to whom they can offer their help.
Circle Spells
Your connection to nature and devotion to unicorns allow you to cast a variety of mostly harmless spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells as given below. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Unicorns Spells
Druid Level | Spells |
---|---|
3rd | Aid, Prayer of healing |
5th | Mass healing word |
7th | Death ward, Reflecting ward |
9th | Golden fog, Mass cure wounds |
Horned Form
When you choose this circle at 2nd level, you gain the ability to assume a specific form, unique to the circle of unicorns. You can use your Wild Shape feature to transform into your horned form.
A unicorn horn protrudes from your forehead, your feet become hooves, your skin and hair change to colors of your choosing, and you start to glimmer.
While you are transformed, the following rules apply:
- Your speed increases by 10 feet.
- You can cast the cure wounds spell as if you use a spell slot of one level higher than the spell slot you expend.
- You have a shimmering ward on you. You have a +2 bonus to AC.
- You can use your bonus action to place a shimmering ward on a creature within 60 feet of you. The creature gains a +2 bonus to AC for 1 minute. When you place a shimmering ward on another creature, the first creature loses its shimmering ward. Starting at 10th level, you can place shimmering wards on multiple creatures.
Unicorn’s Favor
Starting at 6th level, you have advantage on saving throws against spells and other magical effects.
Healing Seed
At 10th level, you gain the superior ability to place a seed of magic within the shimmering wards you provide. When a creature with your shimmering ward on them takes damage, every creature with a shimmering ward on them within 30 feet of the warded creature regains 1d4 hit points.
True Healing
Starting at 14th level, you are capable of fully recovering the health of a creature. As an action, choose a living creature within 60 feet of you. The target regains all lost hit points and all effects that reduce the target’s hit point maximum end.
Once you use this feature, you must finish a long rest to use it again.
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