Unicorn Blood (d12)

d12 Result

1

  • Re-roll
  • Re-roll

2

You slowly transform into a unicorn as though a True Polymorph spell was cast on you. This effect takes Roll 5d20 days to fully transform, but you take on some traits as the effect goes on. While transforming, you can stop the effect by casting Greater Restoration on you. If the effect ends this way, any change to your appearance or statistics do not end. After the effect is made permanent, only a Wish spell or greater magic can end the effect on you. If you hit 0 or less hit points, you do not revert back into your old form. You remain in control of your character.

3

Your health maximum increases by a number of dice equal to half your level (rounded down) of the type of dice your level 1 class has for a number of days equal to twice your level (for example, if you are a level 9 bard, you get Roll 4d8 extra max HP for 18 days; if you are level 13 with 8 in paladin and 5 in cleric, you get 6 dice but the type depends on which one you were at level 1). As long as you have this increase in max HP, you have disadvantage on all saving throws in which you are not proficient.

4

You grow a unicorn horn and hooves replace your feet over the course of Roll 2d4 days. You can cast the spell cure wounds once per day with your horn. A cure wounds cast this way can be cast on anyone anywhere by speaking their name. You can attack with this horn at risk of a concussion.

5

You are now immune to all disease. Werewolves lose their ability to transform and Vampires have their curse lifted

6

Your hands appear to constantly produce golden glitter. Once per day, you can cast the spell Cure wounds as a first level spell, causing the glittery substance to disintegrate into white light as you do so. Also, you can activate the substance as though using the Light cantrip

7

All colors begin to slowly shift in hue, blues slowly turn to red, red to greens, greens to blues. (Think of the hue slider in Photoshop)

8

The blood mixes badly with the chemistry of your body, causing you to start hallucinating monsters. Whether they hallucinate others as the monsters or see monsters where there is nothing is to the DM/GMs discretion

9

You grow increasingly allergic, to the point of taking damage, to the touch of non-virgins, which might complicate touch-based spells such as healing.

10

You get butterflies in your stomach. Literally. You suffer from the poisoned condition for Roll 2d6 days, and puke glowing ethereal monarch butterflies every hour if you fail a DC 15 constitution save.

11

An urge develops in you for more unicorn blood. Any other blood will help with this, but only unicorn will satisfy you, for a short time. You must drink half a pint of fresh blood every Roll 1d4 days or suffer disadvantage on all ability checks that don't rely on strength, and every day you go on without it you become less yourself and more animalistically hostile to those around you. If you haven't drunk any blood Roll 1d4 days after the urge kicks in you must succeed a DC 15 wisdom save each day or become hostile to any creatures around you. If you drink unicorn blood the urge is satisfied for Roll 5d4 days.

12

You lose all your hair and grow a noseless face on the back of your head that reeks of garlic. It will whisper to you to drink more unicorn blood to keep it alive (otherwise it disappears after Roll 2d10 days).