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Unichorn Wand

wand, rare (requires attunement)

This wand bears the ethereal elegance of a bygone age. Its core, once a unicorn’s horn, gleams with iridescence—a luminescent ivory. When held, it hums with forgotten magic, whispering secrets of meadows and moonlight. One question remains, what became of the unicorn who surrendered its horn?

Celestial Protection

You have advantage on saving throws against being charmed or frightened while holding the wand.

Healing Touch

You can use an action to cast the Cure Wounds (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
spell at a level equal to . Once you use this feature, you can't use it again until you complete a short or long rest.

Dancing Unicorns

You learn the Dancing Lights (evocation)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create up to 4 torch-sized lights that shed dim light in a 10-ft radius and can be moved later up to 60 ft.

View on dndbeyond.com
cantrip. When you cast the spell you create four glowing orbs that resemble miniature unicorns. The orbs last until you dismiss them as a bonus action, you cast this spell again, or you drop the wand.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Unichorn Wand

wand, rare (requires attunement)

This wand bears the ethereal elegance of a bygone age. Its core, once a unicorn’s horn, gleams with iridescence—a luminescent ivory. When held, it hums with forgotten magic, whispering secrets of meadows and moonlight. One question remains, what became of the unicorn who surrendered its horn?

Celestial Protection

You have advantage on saving throws against being charmed or frightened while holding the wand.

Healing Touch

You can use an action to cast the Cure Wounds (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
spell at a level equal to . Once you use this feature, you can't use it again until you complete a short or long rest.

Dancing Unicorns

You learn the Dancing Lights (evocation)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create up to 4 torch-sized lights that shed dim light in a 10-ft radius and can be moved later up to 60 ft.

View on dndbeyond.com
cantrip. When you cast the spell you create four glowing orbs that resemble miniature unicorns. The orbs last until you dismiss them as a bonus action, you cast this spell again, or you drop the wand.
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Unichorn Wand

wand, very rare (requires attunement)

This wand bears the ethereal elegance of a bygone age. Its core, once a unicorn’s horn, gleams with iridescence—a luminescent ivory. When held, it hums with forgotten magic, whispering secrets of meadows and moonlight. One question remains, what became of the unicorn who surrendered its horn?

Celestial Protection

You have advantage on saving throws against being charmed or frightened while holding the wand.

Healing Touch

You can use an action to cast the Cure Wounds (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).

View on dndbeyond.com
spell at a level equal to . If you roll the same number on both dice you instead cast the Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

View on dndbeyond.com
spell. Once you use this feature, you can't use it again until you complete a short or long rest.

Dancing Unicorns

You learn the Dancing Lights (evocation)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create up to 4 torch-sized lights that shed dim light in a 10-ft radius and can be moved later up to 60 ft.

View on dndbeyond.com
cantrip. When you cast the spell you create four glowing orbs that resemble miniature unicorns. The orbs last until you dismiss them as a bonus action, you cast this spell again, or you drop the wand.

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