D&D Homebrew Races - The Licerna / Celestial Unicornfolk

    A playable race of unicorn-descended paragons for Dungeons & Dragons 3e/3.5 editioncreated by Aboleth Eye!
     Inspired by the amazing artwork of 2ghostsart, the following is a playable race and culture descended from a goddess' sacred unicorns.  
    
    As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye

    The Licerna (singular Licern) are a race of nature-loving outsiders, who are descended from the celestial unicorn avatars of a nature goddess, Ehlonna the Maiden of the Woodlands.  They are regarded as mythological for their rarity, preternatural grace and powerful intuition towards all living beings.  

    The unicornfolk have since become acclimated to life on other planes, their ancestors having long departed the Beastlands and its sacred Grove of Unicorns.  The Licerna, descendants of Ehlonna's sacred unicorns, are mostly found on the Material Plane, protecting the natural world by establishing settlements that embody a lifestyle of dutiful contemplation and harmony with nature’s splendor.
    Right away their ancestry is apparent: for mature aged unicornfolk have beautiful, shining horns proudly from their foreheads.  These divine horns not only a sign of their unicorn ancestry, but are conduits for their natural healing abilities.  
    The Licerna are notoriously beautiful and desirable, perceived as otherworldly and elegant.  However, to those who seek in harming or corrupting the natural world, they will reveal a wild and untamable anger with their mastery of the sword and bow.

Photo found through Wikimedia Commons

Personality

    The Licerna people are very reserved and emotionally receptive--they often recognize and prioritize the emotions of others before their own.  They are honest and attentive listeners, and have the wisdom to give advice to those who seek guidance.  However, they are incredibly devoted to those they trust--falsehoods are a concept they never practice and thus are often naive outside of their homelands.  

    Licerna as a whole are very devoted to the goodness and ideals of Ehlonna, living their long lives to offer aid and protection to those seeking guidance and protection.  They have incredibly thick skins, taking jibes and insults with a patient smile.  But if one harms an aspect of the natural world--from the smallest animal to the greatest forests--they will unleash a powerful streak of justified anger upon those who commit such crimes.

    A very small minority of Licerna are quite the opposite in their natures--the infamous and pitiable Blackhorn Licerna.  These few come about through receiving great trauma or tragedy in their lives that they could not overcome by faith, community, purpose or even care for themselves.  Blackhorn unicornfolk are beings overwhelmed by their most negative emotions, so much so that they reject the ideals and aspirations they once treasured.  They devote themselves instead to destroy, corrupt and instill hate in all the peoples and places they wander.  Yet still these tortured souls carry themselves with a haunting elegance and a dramatic, frenzied flair.


Physical Description

    The Licern people appear to be wild-haired humanoids with elegant sylvan features at a quick glance.  Some seeing the Licerna for the first time confuse them with tall, pale elves at first.  But close up their extraplanar and unicorn-like traits are much more obvious.  
    All unicornfolk have the following traits in common: horse-like ears with delicate fur, long slender faces, large bottomless dark eyes and a shining horn of ivory sprouting from their foreheads.   
    An adult Licern typically stands between 5’10” and 6’4” tall, all lithe muscle--never weighing more than 200 pounds even at their tallest heights.  Some poets used to describe the Licerna as “unicorn elves” for how slender they appear.  They share many androgynous features, which makes it is often very hard to perceive any differences between sexes.
    Hair is incredibly valued in Licerna culture, always kept extremely long.  A Licern’s hair naturally grows quickly so they take great pains to keep it manageable and stylized.  The most common style is a long silky mane, with braids or flowers woven in intricate patterns.  Unicornfolk in the deepest wilderness often leave their hair thick and unruly--sometimes flowers and mosses just naturally bloom in their locks.  Licerna who integrate with mortal civilizations often adopt intricate hair braids and adornments.
    Licerna are covered in a slightly downy fur, and its shade skin can range from any shade humans or horse breeds can display.  Herds from more colder climes are more likely to have pale or silvery coloration, while those from warmer climes usually have dark brown and gold coloration.  They do not distinguish differences of skin color, however; as they are all descended from the glorious and many herds of Ehlonna.  Some Licern herds display unique patterns like stripes or large patches of shining metallic colors, like zebras or palamino horses can.  Painting or tattooing themselves is very taboo for unicornfolk.

    Almost all Licern have humanoid feet and hands, with metallic edges to their nails.  However, this is where some major mutations can occur, or rather some unicornfolk are "chosen by Ehlonna" and receive very different physical characteristics to their lower halves.
    Rarely, one in a hundred Licerna instead are born with graceful horse-like legs and shining hooves, instead of humanoid feet and legs.  These Licerna will also have a long elegant tail at birth, covered with only short hair along the dock (or upper muscled region) and a flow of long hair from the bottom.  These tails are typically long enough to almost touch the ground when they walk. They can swish them at will, but otherwise they are not prehensile enough to grasp things or move more complexly. 
    These more horse-like Licern are supposedly chosen by their goddess in their culture.  They are typically raised to be their living paragons, and eventually can achieve magical flight through manifesting divine wings if they so choose.  See Licerna Paragon Class below for more details.  

    For hair color, the Licerna are born with silvery or an off-white shade.  But as they mature soft pastel or metalic colors will fully manifest in their hair.  In some herds adults show a united cultural front by dying their hair in streaks or entirely unique colors.  The Licerna take extensive care of their hair, and will eagerly ask for aid from others in styling it.  It is a very intimate act of trust if a Licern asks a non-Licern to brush or braid their hair.
    Elders and leaders of Licerna settlements or religious groves wear headpieces into their hair to signify their status.  Most unicornfolk do not like having headgear or hats, preferring to have their hair flowing freely.

    Despite being a race of extraplanar origin, the Licerna people do age, grow old and die natural deaths no matter wherever in the planescape they live on.  A Licern reaches maturity at around 50 human years, upon which they are considered full adults.  Elders among the Licern can reach up to 500 years old, but the average lifespan is 250.
    Licerna families are usually very extensive, as their culture has access to many fertility magics from Ehlonna; although only one Licern can normally be born at a time.  Twins are incredibly rare and hard to give birth to; triplets or larger numbers are virtually impossible.

    The horn of a Licerna is natural ivory and typically is pearl-colored.  Young Licerna as their horns develop often decorate their horns as their coloration starts off splotchy or dull.  Ribbons and jeweled metal rings are popular adornments among youths.  Adult Licerna almost never wear jewelry for their horns, bearing their mature horns with pride.  As a Licern ages, the horn often obtains streaks of silver or gold as their magic grows.
    A broken horn is a terrible tragedy to a Licern, and all Licerna weep for their kin’s unfortunate scarring.  Spells such as regenerate can restore a horn’s broken parts, and can regrow a fully destroyed horn when the spell is applied and the Licern receives 24 hours of complete rest.  Otherwise, it takes a great deal of time and rest for a horn to fully regrow (almost never to the exact same shape or length).  
    Young unicornfolk who have yet to reach maturity often break their horns as they play among the forests, and they typically regrow theirs after 2d3 months.  An adult Licerna, on the other hand, without magical aid will regrow their horn slowly over 2d6 years.  Certain herbal remedies among their healers have been known to aid the natural regeneration process.  Even if they recover physically, most Licerna who have lost a horn will never recover emotionally from the loss.  It haunts them to lose that part of themselves.
    Unfortunately, the trauma of losing a mature horn can result in a Licerna having an incredible change of heart and alignment.  Some desperate and vengeful unicornfolk who had their horns taken or destroyed by outsiders conduct dark rituals to regain their horn, at the cost of their inner light.  (See Blackhorn Licerna below).


Relations

The Licern people find most races quite emotionally volatile compared to their own, and only those races who respect nature find easy friends among them.  Most elven subraces are embraced by the Licern, for their respect and motivation to protect the natural world.  But while elves are often rebellious and violent, the Licerna are patient and have hope that goodness will overcome all threats against natural splendor.  

Unicorns are highly honored within the culture of the Licerna.  The beasts are used as icons and subjects for religious art, sculpture, painting, dramatic plays, etc.  Even the sword dueling tradition of the Licerna is built around the nobility and grace of dueling unicorn horns.  Unicorns of the Material Plane are viewed as protectors of the wild, and thus all their kind are welcome to come and go as they please from Licern cities and settlements.  Many Licerna groves and temples are visited often by wild unicorns, where they are protected, healed and venerated as sages of nature’s splendor.  
    
Celestial unicorns (including Celestial Chargers) are on a whole other level--they are divine messengers of Ehlonna Herself, and none but the most devout clerics and elders may openly gaze upon or engage with them.  It is every Licern child’s dream that a celestial unicorn brings them a prophetic dream or lays their head in their lap, revealing an important destiny for them in Ehlonna’s divine plans.

    The fey are given respect but with a mindful distance.  Good-aligned fey such as pixies and nymphs often live among the gardens of the Licerna, protecting springs, monoliths and groves sacred to Ehlonna and other good-aligned gods.  Fey that embody bloodshed or negative emotions--such as splinterwaifs, redcaps and joystealers--are forbidden within the grounds of a Licerna settlement or holy site.  Truly evil ones (especially urban fey) are destroyed at the first opportunity, but only out of duty not malice.  
    
Among outsiders, the celestial eladrin, the ancestral outsiders related to good-aligned fey, are given much respect by the devout.  These outsiders are always granted sanctuary among temples of Ehlonna to an extent.  Guardinals, the bestial wanderers and protectors from the Beastlands, are given much more respect.  Guardinals are often conjured by Licern high clerics to receive Ehlonna’s will or are sought for insight about growing threats to the natural world.

    When dealing with the mortal races, it is the Elves that receive the greatest honors and friendship with the Licerna.  They are just as long-lived and devoted to nature as the Licerna, and most Licerna settlements have a large community of elves cohabitating and working with them.  The Licerna have extensive history when dealing with elves, even if the elves are more passionate and chaotic.  The Licerna are also equally magnanimous with the various other elven peoples, except for the drow.  Drow are given a chance to be diplomatic and negotiate with the Licerna, out of their shared history--but the dark elves typically take advantage of this lingering respect rather than respect them as potential enemies.  The only cultural differences between elves and Licerna are their willingness to start conflict or war; the Licerna will never get involved in elven conflicts unless their sacred natural places and own people are at risk.
    Humans and halflings are fascinating to the Licerna, for their endless potential and variation among them--their steadfast independence and ambition are quite charming to such a united race as the Licerna.  The arts of humans and halflings are highly respected among the Licern, and they adore the drama and stories of these short-lived races.  Humans who struggle to reign in their destructive tendencies, as well as the curious and mischievous natures of halflings, often try the patience of Licerna.  
    Dwarves and gnomes very rarely interact with the Licerna, as both races have very different faiths and devotions to the unicornfolk.  Dwarves are seen as opportunistic and harmful to the deepest places of the natural world, more focused in owning and building rather than contemplating their place in nature.  Meanwhile gnomes prefer to create and refine machinery rather than understand the natural world they pull their resources from.  Their habitual lawfulness feels restricting as well.  The Licerna do enjoy occasional forays into caverns and other deep places these races claim, but they never stay for longer than they have to--missing aboveground nature and the stars too much to live down there.
    Half-orcs, orcs, goblins and other warring races are antithetical to the Licern.  Many Licerna sanctuaries and cities are under constant threat or siege by these expansionist races.  Their love of perversity and violence feels oppressive and poisonous to the Licern, they very easily adopt hateful and negative emotions that the Licerna reject on principle.  These races also refuse to respect or understand nature, and enjoy harming themselves and others--which the Licerna will take arms to combat without hesitation.


Alignment

    The Licerna are almost completely devoted to the tenets of goodness.  They are pacifists by nature, to even have the nerve to take arms is a daily struggle for most Licern.  Most members of this race are only focused on maintaining balance between nature and the civilized world, refusing to impose their wills upon others or uproot others’ wills--therefore most are neutral rather than lawful or chaotic.
    Some Licerna are much more rebellious and ambitious than their reflective peers, embodying the wild and untameable nature of their unicorn ancestors.  These chaotic members are often given roles or training to match their ideals and redirect their energy--such as warriors or adventurers.  Most chaotic Licerna find the serenity within Licern cities and settlements too stifling and journey to seek thrills and wonders of the natural world.
    Lawful Licerna are often community leaders within settlements and cities of their people.  They rarely choose to adventure, but some may feel drawn to more lawful faiths as paladins to channel their strict code of ethics. 

    There are almost virtually no non-good Licerna, as within their very souls they feel the goodness and hope of Ehlonna radiate within themselves.  Some Licerna, however, become disheartened by the obstacles the expanding world of urban civilization presents against the pacifist lifestyle preached by their goddess; thus many non-good, chaotic and lawful decide to adventure to experience more of the world.
    
Evil-aligned Licerna are extremely rare, but the dark truths of living in the Material Plane sometimes get to them.  And the Licerna are often hunted or harmed for various reasons--especially possession of their horns as some miracle cure. 
    Rarely, however, an evil Licern fully devotes themselves to evil and performs an incredibly profane act.   Those that undertake dark rituals for power or devastation are known as Blackhorn Licerna--the antithesis to their origins.  Incredibly volatile and committed to performing heretical or profane acts to spite their ancestors and Ehlonna herself, Blackhorn Licerna are seen as a blight upon the earth.  But even in the thralls of power-hungry rage or malevolent grief, Blackhorns retain the supernatural grace and patience of their people...  But in these cases they are cruel and uncaring to the torments they inflict on others in their pursuits of power, revenge, etc.


Lands

Licerna are more at home in natural environments, as their culture merges the beauty of urbane life with the bounty of nature.  All Licerna are born and raised in rural or untamed areas of natural beauty, whether it is a small herd that lives in a sylvan grove or a vast city of tree-palaces and lavish gardens.  They are not expansionist by nature, as the Licerna have few desires for wealth or power.  They are incredibly respectful of their neighboring territories, and only grow their cities to house a growing population and its needs.  Most unicornfolk territories lie in deep areas of the wild, hidden from unwanted eyes as a sanctuary for Ehlonna’s faith. 
    An
 interesting note is that all Licerna lands leave the majority of their territories untamed, allowing travelers and wild beasts to come and go as they please.  Only their settlements themselves may have walls or magical wards up to restrict passersby; but they often have large park-like territories that welcome friendly animals and beasts.


Religion

The Licerna and the faith of Ehlonna are inseparable down to the core of their beings.  It was by Ehlonna’s blessing of her first devoted peoples that they obtained the grace of her unicorns and continue to wield her divinity within themselves to this day.  No other god (nature-focused or otherwise) is worshiped as passionately or singularly by the Licerna.
    Licerna settlements always have several spaces they hold Ehlonna sacred--temples are open air among flowering trees or wildflower fields, where worshippers come to share stories and refreshments in their practices.  
    Rarely will a unicornfolk choose another deity to follow, but some occupations or paths may lead to additional worship of others.  Corellon Larethian and the Seldarine elven pantheon often draw in Licerna who live within elven cities or kingdoms.  Obad-Hai is deeply respected for his ties to nature, though he is not worshipped as heartily as Ehlonna.  Fharlaghn may draw the attention of Licern bards or adventurers, who enjoy travelling the wilds and exploring the world of mortals.  Pelor is not as popular among the unicornfolk, due to him being a god of mortal cultures.
    Evil and Blackhorn Licerna often disdain any worship of gods to spite Ehlonna.  However, occasionally they may fully spite Ehlonna by worshipping deities like Karaan or Erythnul.  


Names

    Licerna true names are sacred and kept secret, except to their families and those they are "pledged to".  It is always a name of Sylvan or Celestial origin, usually from some legend in Licerna history.  Speaking true names aloud is seen as a big taboo, because the Licerna's unicorn ancestors in the past were often bound or controlled when their true names were uncovered.  True names are never written down for this reason as well, except upon record when they pass away.
    As children Licern are referred to by family nicknames until they come of age.  As part of a ceremony to become an adult in their herd's eyes, each Licern of age publicly declares a new name for themselves in the Common language.  This is always the name they choose to go by among the mortal races, especially if they become adventurers.  Once named in Common, only family or close friends may refer to them by their childhood nicknames without offending them.   
    Common names are often unisex and are a mix of two or more aspects they wish to embody.  Physical traits with colors or geographical locations are most common.

    Licerna naming conventions have no surnames or family names, instead using titles of familial ties, specific territories or herds, etc. 

    Examples of various Licerna Names:

    • Common/Adventurer Names: Bowheart, Goldhoof, Riverglory, Silverrun, Valleyrose, etc.
    • Titles: 
      • Child of [parent's Common name], 
      • Warden of [city or forest name], 
      • Of the [group name for a Herd/City/Settlement] 
      • Servant of Ehlonna (most common for clerics)

     

    Romance/Identity/Mating

        The Licerna are very receptive to the emotional needs and wants of others, and that drive to experience deep positive emotions culminates in their legendary romances.  Love is a powerful and divine aspect for Licerna.  It is a burning passion that must be protected and enacted with equal devotion as the faith of Ehlonna.  The Licerna are not a race driven by sexual desire, but desire of romantic devotion.  Love stories (comedy and tragedy alike) drive the unicornfolk to pledge themselves to one another in the heat of passion and imagination--the only time the dramatic side of the Licern are ever pulled forth from their perpetual serenity.
        To be pledged with a Licern partner, it must be a reciprocated emotional love between all parties.  Most often they are exclusive romantic partnerships, never more than three or four sharing emotional and romantic intimacy.  Pledges among romantics are a binding of heart and mind for a period of time (so long as their love remains).  A pledge is a sacred bond, made always with a living icon of the relationship (whether by the planting of a seed together in a garden, underneath a secluded waterfall or even before an altar to Ehlonna).
        To break a pledge through pursuing love outside of a pledge is to break the hearts of all those involved.  Pledges can last as long as all parties wish it--many taking on lifelong partners to have families and children together.  
        The grace all Licerna share also includes a beautiful form of fluidity in their gender and sexual identities.  There is no identity of the heart, mind, soul or desire that is not accepted wholeheartedly within Licern society.  Many unicornfolk explore their desires and themselves as they grow up, especially after their horns grow in and the world seems anew.  Identities of gender or sexual desire are even changeable as the years go by, and the discovery of oneself is encouraged among all ages in Licerna society.    
        
        Relationships between Licerna are so long-lived and empathicallly driven that any qualms other races might have regarding these more colorful identities and loves are never considered. 
        
        Licerna who adventure may even fall in love with non-Licern partners.  Humanoids are the most common mortal races, especially elves and humans.  Elves, humans, half-elves, half-orcs, halflings, aasimars and other planetouched are compatible with the Licerna in terms of producing children, and any offspring could be born a full-blooded Licern, an aasimar with unicorn-like traits or their non-Licern parent’s race.  


    The Graying & Blackhorn Transformation

        As the taint of evil seeps throughout the planes, even the most steadfast guardians of the wild can fall prey to its corruption.  Fiends of every persuasion adore the capture and corrupting of unicorns; and many herds have even become tainted by the greed and blights of mortal races.  The unicornfolk are no different, and are often preyed upon by fiends and hateful souls as well. 
        
    The Licerna are not immune to tragedy or trauma.  Despite their floating grace through the wild world, traumatic experiences and broken hearts may dull a Licern's inner light so to speak...  And they not only suffer mentally and emotionally, but physically; in what is known as the Graying.
        A Licern who is suffering mentally and emotionally may often find their symptoms manifesting physically.  Their bodies may slowly begin to turn gray as their mental health declines or their heart continues to weep.  Depression afflicts many unicornfolk due to their delicate hearts.  Seeing violence and experiencing trauma can exacerbate this slow dulling of their colors. 
        This discoloration most often starts at the roots of hair, the ends of the nail or hoof, around the base of the horn or around the iris.  And the changes slowly grow throughout the physical form of the afflicted unicornfolk, until they are often dun or stone gray in color.  The luster and shine to their horns, hair and eyes become dull like unpolished rocks.
        Luckily with time and support, the symptoms of the Graying may be healed.  Unicornfolk are very receptive to others' feelings, and many undergo the Graying at one point or another in their lives.  Some may spend decades of Graying, while others are Grayed for the majority of their lives. 

        However despondent or mentally unwell a Licerna is, the Graying is nowhere near as terrible or ominous as the Blackhorn Transformation.  And luckily, it is an extremely rare choice for a Licern to undergo the profane ritual to become a Blackhorn.
        Only the most vile and cruel of Licerna undergo the Blackhorn Transformation ritual.  This ritual is done by evil-aligned Licerna who spurn Ehlonna and her teachings, becoming zealots and cruel destroyers of life instead of protectors. 

        Blackhorn Licerna, as the name suggests, are changed physically to have black horns, hair, irises, nails and even hooves and tails (if they are born Paragons).  To scorch the light of Ehlonna from their bodies, the evil unicornfolk must perform the greatest sacrilege: kill a unicorn and eat or drink of its flesh.  
        The ritual they perform alongside this equine sacrifice is done in tribute to one of any other evil powers.  Blackhorns who enjoy torture and murder often devote themselves to Erythnul, Nerull or any of the Archdevils (usually Levistus or Asmodeus).  In exchange for this dark act, the Blackhorn Licern is granted an extended life, knowledge or even protection from their dark patron.  It is said that this ritual also allows an evil Licern to reattach or regrow a broken horn instantly...
        There are any number of reasons a unicornfolk may seek power through this profane act.  Revenge is the most common--the act of damning oneself for another is very romantic to the Licerna in a twisted and unhealthy way.  Revenge done for oneself is very rare, and it is usually done to punish an entire group or settlement for one member doing harm to that Licern.  Harm such as taking their horn..
        Blackhorn unicornfolk are notoriously cruel and destructive, volatile and hateful.  They see their people's state as a falsehood--worshipping their divine ancestry rather than using their gifts to conquer and rule over lesser beings.  They despise peace and diplomacy, and they sow discord wherever they can.  Sacred places of Ehlonna and other good-aligned faiths are a favorite for Blackhorns to desecrate through dark rituals and mass slaughter.  And they especially love to torture and slaughter the most beautiful and beloved among true Licerna--finding delight and power in the romantic agony they inflict!

        In theory, only an atonement spell performed by the highest clerics of Ehlonna (11th level or higher) is the only way to fully be forgiven of this act and forsake their Blackhorn patron power or entity.  Even if atonement is sought, it is rarely offered due to the crimes a Blackhorn has probably performed in their past.  Usually it takes a decade or more of reparations done before the penitent Blackhorn is offered a chance at full redemption.


    Racial Traits & Adventuring

        The Licerna are raised all throughout their culture to venerate the goddess Ehlonna, their entire race’s patron deity.  And while Ehlonna’s portfolio is focused on the splendor of nature, there are a great deal more clerics than druids among Licerna.  Most Licerna are trained as clerics, seeking out places that need their goddess’s message. 
        Some unicornfolk are chosen at birth to serve as Ehlonna’s messengers--her favored souls.  The divine power the maiden goddess grants them a special place in their culture, and when they come of age they are often tasked with saving places where the bounty of nature is under threat.  Many of these favored souls also receive prophetic dreams of Ehlonna riding on a celestial unicorn, forewarning of a terrible natural calamity to come in their lifetime.  
        The wild nature and shapeshifting of druid traditions are heavily prohibited by Licerna, as it rejects the divine form their patron goddess granted them.
        Licerna with great fervor for the protection of the natural world may choose to journey out as a Paladin of Freedom--hoping to attract the patronage of a powerful unicorn in their duties.  It is rare that any Licern undertakes a lawful or evil variant of paladin, except those Blackhorn Licern of evil alignment who reject Ehlonna entirely.
        The Licerna are also fantastic swordsman, their culture enjoying honorable dueling and protecting others with their mastery of the blade.  Sparring and duels are regular events in a Licern fighter's daily life, enjoying the skill of parrying and disarming others.  They do not seek bloodshed, but they will inflict it should someone require their aid from a great evil.  Otherwise it is the rangers who use their sword mastery to patrol the wilds of corruptive or malevolent forces around their settlements and cities.  
        City-dwelling Licern often choose to become bards, specializing in dramatic theater or lyric poetry.  Singing and lyres are also common musical gifts for Licern bards to pursue; but these pursuits are much tamer than the thrilling dramas and plays of the Licerna.  Those with a silver tongue may choose to share their parables abroad, hoping to collect stories to craft epic poems that will live in renown.  Romance is very popular throughout Licern culture, and authors of romance plays and literature often seek inspiration in the loves and losses of shorter-lived races.
            The divine might of nature dominates most of the education within their society, so arcane spellcasting like sorcerers and wizards are very uncommon among Licerna.  Arcane studies are believed to be outside of Ehlonna’s ideals, and only scholarly application is seen as respectable.  Anyone manifesting arcane power or studying the practical applications of arcane magics are seen as outcasts--though in Licern society it is such a slight distinction that most non-Licern do not see how less they are invited to social or faith-focused gatherings.  Arcane bloodlines do exist within the Licerna, and thus cannot be helped; but they often come from fey ancestors rather than dragons or other creatures.


    Racial Traits
    • Medium Outsider (native)
      • Licerna are most acclimated to the Material Plane, and can be raised, reincarnated, or resurrected just as other living creatures can be. Unlike true outsiders, native outsiders need to eat and sleep.
      • They are not subject to spells or effects that affect only humanoids, such as charm/dominate person.
    • Ability Scores: Dexterity +2, Constitution -2, Wisdom +2, Charisma +4.  
      • All Licerna are very attuned to influencing and understanding the hearts of others.  From their unicorn ancestry they have inherited a sylvan grace, but did not inherit their ancestral fortitude for anything other than poison.  
    • Base Land Speed: 40 feet.  The Licerna move through the natural world with supernatural grace, preferring light armor or none at all to remain elusive.
    • Special Qualities:
      • Low-light vision
      • Resistances: +4 racial bonus to resist charm and compulsion effects.
      • Immunity to all poisons, magical and supernatural included.  
      • Woodland Stride (Ex): The natural world is never a hindrance to a Licern.  Starting at 1st level, all Licerna may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, areas that have been magically manipulated to impede motion still affect them.  This is the same as the druid class ability of the same name.
    • Special Abilities/Attacks:
      • Divine Spark (Sp): Once per day a Licern has the ability to cast cure light wounds or inflict light wounds; as a cleric of their character level.    
        • A Licern obtains an additional use of Divine Spark per day for every 4 class levels they take after 1st level (maximum 6/day at 20th level).  Certain racial feats can grant more unique abilities that utilize the daily uses of Divine Spark.
    • Skill Bonuses: +2 racial bonus to Sense Motive, Diplomacy and Handle Animal checks.
      • Knowledge (nature) is always a class skill for Licerna, as they are raised to have knowledge of the natural world.
    • Licerna Weapons: All unicornfolk gain Martial Weapon Proficiency with shortswords, rapiers and shortbows (including composite) as bonus feats.  Their martial traditions stem from a culture of hunting in the wilds, as well as finesse-devoted dueling. 
    • Languages: Common and Sylvan
      • Bonus Languages: Abyssal, Celestial, Dwarven, Elven, Halfling.
    • Favored Class: Cleric
      • Favored souls and bards are very common for Licerna with no grasp of faith.  Fighter Licerna tend to specialize in refining their swordsmanship, while rangers focus on the bow and arrow. Paladins are rare but not unheard of.
    • Level Adjustment: +2
      • ECL: 3+


    Racial Feats

    • Potent Spark
      • Prerequisites: Wisdom 15, 9th level
      • Benefit: Once per day, a Licerna with this feat may spend two uses of their Divine Spark ability to cast cure/inflict moderate wounds as a caster of their cleric level.  A Licern must have at least two uses of their Divine Spark ability available before using this ability.
    • Wavering Spark
      • Prerequisites: Potent Spark, 3 ranks in Knowledge (religion)
      • Benefit: A number of times per day equal to their Charisma modifier (min. 1 per day), a Licern can spend 1 use of their Divine Spark special ability to either cast cure light wounds or inflict light wounds (regardless of the alignment restriction).
    • Spark Blessing
      • Prerequisites: Potent Spark, BAB +5
      • Benefit: As a swift action, a Licern can spend one use of their Divine Spark special ability to temporarily enchant a single melee weapon they touch.  If they channel positive energy, the temporary enchantment treats the weapon as if it was good-aligned (for Damage Reduction purposes).  If they channel negative energy, the weapon temporarily becomes evil-aligned for DR purposes.
      • In addition, the weapon automatically inflicts extra untyped magic damage against creatures of the opposite alignment.  The extra damage is equal to half the wielder’s Charisma modifier rounded up (min +1).
      • The weapon’s temporary enchantment does not stack with holy or unholy weapons, and the opposite alignment cannot be applied.  The weapon’s enchantment lasts for 1 hour.  Creatures of any alignment, including allies of the casting Licern, can wield the weapon regardless of their alignment.
    • Ehlonna’s Volley
      • Prerequisites: Turn Undead, must worship Ehlonna as patron deity, Wisdom 17
      • Benefit: Once per day, you may spend one use of Turn Undead to temporarily conjure an enchanted +1 longbow, along with a supply of arrows.  The caster is automatically proficient with this bow, and is the only one able to use this weapon.  The +1 longbow and its projectiles are good-aligned for purposes of Damage Reduction.
      • The weapon lasts for a number of rounds equal to your cleric level.  The wielder of this bow can generate up to two arrows as a swift action.
      • If the weapon is sundered or disarmed from the wielder, its arrows are all used, or if the wielder dismisses the weapon, the +1 longbow and arrows vanish immediately.
      • Starting at 10th level, a cleric can attack with this bow using their Dexterity or Wisdom modifier to the attack roll (whichever is better).


    The Licerna Paragon 

    The greatest among the Licerna, some are born granted an ancient gift from their celestial unicorn ancestors--shining horse-like hooves instead of humanoid feet and a long feathery-maned tail.  Along with these elegant features, a Licerna paragon’s divine spark improves to augment their reservoir of divine magic.

    Most Licerna Paragons are neutral good and naturally the path of the Cleric class.  They are the epitome of gentle wisdom and elegant grace, and grant their gifts to all who seek their aid.  A paragon Licerna rarely pursues a path of extreme alignment, chaotic or lawful.


    HD: d8


    Class Skills: Concentration (Con), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)


    Skill Points: (8 + Int modifier), quadruple at 1st level


    Table: Licerna Paragon Class


    Level BAB Fort Ref Will Special Spells Per Day
    1st +1 +2 +2 +2 Hooves and Tail +1 level of cleric
    2nd +2 +3 +3 +3 Improved Divine Spark --
    3rd +3 +3 +3 +3 Ability Boost (+2 Wis) +1 level of cleric

    Class Features:

    Hooves and Tail (Ex):    At 1st level, a Licerna paragon is born with hooves instead of humanoid feet at the end of their legs, which they can use in combat as a secondary natural attack.  Licerna hooves inflict 1d6 bludgeoning damage plus ½ Strength bonus.  
        They also are born with a long tail.  They cannot wield items or grasp objects with their tails but they gain an additional Arm or Ring item slot by fitting the item on their tail.
        With hooves, a Licerna paragon is unable to wear boots or other items that take up the Foot item slot (for magical items). 

    Spells per Day:     At 1st and 3rd levels, a Licerna paragon gains spells per day as if they had gained levels in cleric.  They do not, however, gain any benefit a character of that class would have gained (cleric domains, turn/rebuke undead, etc).  This essentially means that the paragon adds the level of Licerna paragon to their level in cleric, then determines spells per day and caster level accordingly. 
        
    If a Licerna paragon has no levels in cleric, this class feature has no effect.

    Improved Divine Spark (Sp):     At 2nd level, a Licerna paragon gains an additional daily use of their racial Divine Spark ability.  Their Divine Spark’s caster level now includes all levels of Licerna paragon.

    Ability Boost (Ex):    At 3rd level, a Licerna paragon’s Wisdom score increases by 2 points


    Licerna Favored Soul [Racial Substitution]

        The Licerna have a powerful connection to the divine, and rather than use this innate gift to debase themselves with martial bloodshed they can ascend over it. 

    Requirements: must be a Licern, and Favored Soul of 3rd level

    Replaces: Deity's Weapon Focus (3rd), Deity's Weapon Specialization (12th), Wings (17th)

    HD: d8

    Skills:   Licerna Favored Soul racial substitution levels have the class skills of a standard favored soul, plus Knowledge (religion).  Their skill points are the same as a standard Favored Soul.

    Table: Licerna Favored Soul Class

    Level BAB Fort Ref Will Special Spells per Day 
    3rd +2 +3 +3 +3 Ascendant (1/day) Same as Favored Soul 
    6th +5 +5 +5 +5 Ascendant (1/day, +1 defl.) Same as Favored Soul 
    9th +6/+1 +6 +6 +6 Ascendant (2/day, +1 defl.) Same as Favored Soul 
    12th +9/+4 +8 +8 +8 Ascendant (2/day, +2 defl.) Same as Favored Soul 
    17th +12/+7/+2 +10 +10 +10 Ascendant (at-will, +2 defl.) Same as Favored Soul

    Class Features:

    Ascendant (Ex):    Starting at 3rd level, a Licerna favored soul gains the ability to conjure up a magical set of feathery wings.  
        A good-aligned Licern’s wings have white feathers.  Evil-aligned/Blackhorn Licerna gain black feathers instead.  Lastly, a neutral-aligned Licern’s wings are always gray.  
        
    At 3rd level, the Ascendant class feature's wings last for one hour for every 2 class levels (rounded up), and can be conjured once per day as a Standard Action.  The wings grant you a fly speed per round equal to your base land speed, with good maneuverability.
        
    At 6th level, while the Ascendant wings are active the favored soul receives a +1 deflection bonus to their Armor Class.
        At 9th level, you can conjure Ascendant wings up to twice per day.  Your fly speed increases to 60 feet per round.
        At 12th level, while the Ascendant wings are active the AC deflection bonus increases to +2.
        At 17th level, the Ascendant wings become available at-will.  You may hide them and unleash them as a free action at any time.  The deflection bonus to AC is only active with Ascendant wings out.


    Author's Notes:

        Ah the Licerna; one of my favorite projects.  I worked on this fantasy race for at least a month when getting into homebrewing.  
        
    As I state in the beginning, it really was some amazing artwork by 2ghostsart that inspired me to bring these fantastical creatures to life!  Their story and culture just burst out of me when I saw their work.  Here is the piece I saw on Tumblr that made me need to create the Licerna and their Blackhorn villains.
        
    If you already can tell, this project of bringing my past homebrew to this new blog has allowed me to refresh and adjust some things for both in-game mechanics and their lore.  I want to give players more options without bogging them down with paragraphs of information.  And I have matured in my writing and perspective since I started making this fantasy culture and its people, so I decided to refine the message around the Blackhorns (making them truly villains by their own choices rather than just slap a coat of paint on every evil-aligned Licern).
        
    I hope you enjoyed reading about the Licerna.  They were truly a joy to create, and even now years later revisiting them in this way I love them just as much!  I hope they inspire your games and writing just as much as they did for me!


    Aboleth Eye