Unitar (5e Race)
From D&D Wiki
- 1 Unitar
- 1.1 Physical Description
- 1.2 History
- 1.3 Society
- 1.4 Unitar Names
- 1.5 Unitar Traits
- 1.6 Random Height and Weight
The unitar is a half human, half unicorn creature, with two unicorn-like legs, and a sharp horn on their head. The rest of the body is similar to a human's. They have a very muscular build, and are very strong and fast. Additionally, they have very pronounced features and larger assets. They have a wide range of different colors in their hair, and they bear a symbol representing their racial faction somewhere on their bodies. Though not very intelligent, they are docile creatures and are non-hostile unless provoked. However, once provoked, they become corrupted with rage, and will not stop until their enemy is defeated.
The unitar were created by very devoted druids that reached their final shape-shifting form; choosing to be permanently transformed into a unitar. This gave them a new beginning, and a fresh start in their world. The unitar have been around for only a few years, and are incredibly rare; it is considered good luck if you ever meet one. However, a side effect of being permanently stuck with their form is that they are bound to one love. If any soul should fall in love with them, they become mentally connected; the unitar will be able to slightly bend their thoughts to help them when in danger. After they were permanently transfigured into this race, they split up into several different factions. A year after this race's creation there were a total of 6 factions living throughout the world. The first faction is: the Faction of the Ever Growing; they adopted the symbol of a tree, located on the shoulder. The second faction is: the Guild of the Radiant Bloom; they adopted the symbol of a flower with a gold aura, located on the lower abdomen. The third faction is: the House of the Petal Storm; they adopted the symbol of a tornado of petals that, located on the front of the collar. The fourth faction is: the Faction of the Wooden Blade; they adopted the symbol of a sword blade with a tree as its hilt, located on the back. The fifth faction is: The Tribe of Khaki; they adopted the symbol of a purple mushroom, located on the palm. The sixth, and final, faction is: the Guild of Natures Eternal Protectors; they adopted the symbol of a shield with a stag head printed on it, located on the thigh. All unitar bear their faction's symbol somewhere on their body to show who they are with honor.
Unitar society is very different from normal societies. The children are placed in the highest class, slowly losing social power as they get older. They are also known to be eternal lovers, never splitting from their partners. This means they only love once with the expectation to have at least two children, and they have a life expectancy of roughly 300 years. They are all split into different sub factions depending on their parents' origins. Each of these faction has very different life styles.
Male: Rictor, Calak, Musica, Utata, Dokia
Female: Dosia, Mala, Verna, Tylika, Losica
A half-unicorn, half-human people who live throughout the eastern kingdom. This race has a variety of factions.
Ability Score Increase. Your Strength, and Charisma scores increase by 1. As usual, your ability scores can not exceed 20 from these bonuses.
Age. Unitar mature around 30 and live to about 300 years old.
Alignment. They are normally neutral, although some sub factions change this.
Size. The unitars are, on average, 5'10" to 7 feet tall with a muscular build.
Speed. Unitar are quick and agile on their feet. Your base walking speed is 45 feet.
Unicorn's Luck. Unitar are considered very lucky. You may choose to gain a +1 bonus to three separate rolls. In order to use this trait again, you must complete a short rest.
Incredibly Persuasive. You gain proficiency in the Persuasion skill.
Charming. Anyone who falls in love with someone of this race can be mentally influenced to help the unitar. If you are the target of a melee attack that would reduce you to half your HP or lower, and your partner is within 30 feet of you, and can see you, they must make a Charisma saving throw. The DC of the save is equal to 8 + your Charisma modifier + your proficiency bonus. If successful, they are not compelled to act in any way. On failure, they must use their movement to come to your aid, and use their reaction to impose a 1d6 damage reduction on the attack, and become the target of that attack in your stead. If they are not within 5 feet of the attack when they end their movement, the attack is not redirected, nor reduced in damage. In order to you use trait again, you must complete a long rest.
Leap. You are incredibly muscular, and can jump 10 feet as a bonus action.
Languages. You can speak, read, and write Common, and Sylvan.
Subrace. You can choose between the Faction of the Ever Growing, the Guild of the Radiant Bloom, the House of the Petal Storm, the Faction of the Wooden Blade, The Tribe of Khaki, and the Guild of Natures Eternal Protectors as your subrace.
Faction of the Ever Growing
The Faction of the Ever Growing inhabit the northern forests of the eastern kingdom; these humble folk live an open and joyful life, and look to trade with others. However, they are very territorial and defend their homes with ruthless power. They are known by others as the immovable trees due to their defensive capabilities. This faction has very close relations with the treefolk race.
Guild of the Radiant Bloom
The Guild of the Radiant Bloom are normally found near bodies of fresh water such as lakes and rivers. These calm, elegant and beautiful people are not fighters, and completely oppose the thoughts of war and pain. They deal with problems through persuasion and deception. They are known by others as blossoming flowers.
House of the Petal Storm
The House of the Petal Storm is a basic faction following an identical lifestyle to humans. This is the largest faction, however, they are the least magical, and treat themselves as equal to humans.
Faction of the Wooden Blade
The Faction of the Wooden Blades are very hostile warriors, and avoided by most. They live in the grassy hills near the hill dwarves, which have likely influenced their nature. It is highly suggested to avoid them. They are incredibly proud fighters and workers. As very honest warriors, they hate cheap tricks in fights.
Tribe of Khaki
The Tribe of Khaki are often found in swampy lands. These solitary people are often known to become wizards or alchemists. They are also snobbish and work alone like hermits.
Guild of Nature's Eternal Protectors
The Guild of Nature's Eternal Protectors live within the plains of the eastern kingdom. Devoted to protecting nature, and the animals that live there, these people are vegetarians and hate meat, and all who eat it. They are kind and wise although have little strength and power making them weak as warriors. However, they are known to be excellent druids.
Random Height and Weight
|5′ 10″||+1d12 +2||330 lb.||× (1d20 +10) lb.|
*Height = base height + height modifier