Mlp45e Version 0 91 by Cheezedoodle96-D8493z3
Mlp45e Version 0 91 by Cheezedoodle96-D8493z3
Mlp45e Version 0 91 by Cheezedoodle96-D8493z3
5th edition of the Dungeons & Dragons roleplaying game to create a roleplaying
campaign set in the world of My Little Pony and its nation of Equestria. It is not a standalone set of roleplaying rules. The author is not affiliated with Hasbro or its subsidiary Wizards of the
Coast, and claims no ownership of any names or screen-captures owned by Hasbro, Hasbro Studios, Studio B Productions, DHX, or Top Draw Animation. All MLP fan art is used with permission of
the artists.
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If you wish to role-play using these rules, you should purchase a copy of the D&D 5 edition Players Handbook, which is available in your local game and hobby stores, and everywhere
online. If youre the Dungeon Master running the game, I encourage you to also pick up a copy of the D&D Starter Set, which is very reasonably-priced and includes a short introductory
adventure. For further adventures I suggest you check out the Hoard of the Dragon Queen hardcover adventure. You can also go to DNDClassics.com and purchase one of their 5th edition
adventure PDFs. I recommend starting with the Ghosts of Dragonspear Castle adventure which will take characters from level 1 to 10. I intend to adapt these adventures to the Equestria
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setting eventually and release these conversion notes as a follow-up on my DeviantArt page. Finally, theres many sources of free adventures available online. You may have to adapt them to 5 edition rules, but it may be the best option if paid adventures arent in your budget!
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Now that the 5 edition Players Handbook is released, this document has been updated from the playtest rules to match the new published rules. By the time this update is posted,
the Monster Manual will also be available. Finally, the Dungeon Masters Guide will follow in December. Expect another update in January or February of 2015, once all three of the primary
books are released. As always, any feedback you provide would be most appreciated!
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Welcome!
Heres a few of the upcoming additions being worked on for the next revision:
Artificer class
Alchemical items
Creatures
Zingers
Season 3 update
Season 4 update
Comics/novels update
MLP45E Introduction
Coming Soon
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Roleplaying Q&A
interesting, and challenging campaign, while players can usually be younger. Many adult
GMs run regular D&D games for their kids, often as young as 7 or 8 years old.
That said, its easy for the GM to turn it into a kid-friendly game by downplaying the
combat aspects, or encouraging the players to think their way through problems rather
than resorting to violence, or only using it as a last resort (just like in the cartoon). You
can also assume that rather than killing their opponents, players beat them up, and the
villains learn their lesson or are brought to justice. Like Discords redemption, it can be a
lot of fun to have a former villain come back later to help out the players.
Q: Im already familiar with D&D, but not with 5th edition. What is it like?
A: DND Next or 5th edition is a unification edition which takes some of the best
elements of 3rd and 4th edition while trying to avoid the pitfalls of those versions and
getting back to a simpler D&D. The primary feature is bounded accuracy which puts tight
controls on the die roll bonuses so common (and difficult to track) in past editions. There is
also a hard cap of 20 on ability scores for player characters. Fortitude, Reflex, and Will are
gone, and saving throws are keyed off each ability score. Feats are harder to get but much
more powerful in scope, being more like expanded class features than 3e or 4e feats. 5e
also features character backgrounds (similar to 4e themes), ritual magic, and hit dice
(somewhat similar to 4es healing surges). Finally, there are robust multiclassing rules
which allow you to create interesting character concepts which arent covered by the core
classes.
Q: What classes are covered in the 5e Players Handbook?
A: The core class list includes the barbarian (berserker and totem warrior), bard
(college of lore and college of valor), cleric (multiple domains), druid (circle of the moon
and circle of the land), fighter (champion, battle master, and eldritch knight), monk (way of
the open hand, way of the four elements, and way of shadows), paladin (oath of devotion,
oath of the ancients, and oath of vengeance), ranger (hunter and beast master), rogue
(assassin, thief, and arcane trickster), sorcerer (draconic bloodline origin or wild magic
origin), warlock (3 pacts archfey, great old ones, and fiends and 3 boons chain, blade,
and tome), and wizard (8 different traditions). Thats a total of nearly 30 different character
classes to choose from. When you combine that with the 26 different subraces available in
MLP45E, thats around 500 different possible combinations to try out.
And because 5e is built with multiclassing in mind rather than including it as an
afterthought, its easy to use multiclassing to recreate character classes from previous
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editions that arent yet implemented. For example, a 4 -edition avenger could be created
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as a paladin/rogue. Finally, this book adds several new cleric domains for the Equestria
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setting, such as Shamanism to emulate 4 edition D&D shamans.
A: The players are each responsible for creating a unique character and customizing it
to their liking. You should write an interesting background for your PC (player character)
and try to fit them into the world. You might even choose an existing canon character from
the show as your character, but be sure to ask the GMs permission first because that may
intrude on their plans for the campaign. Since D&D and FiM are both primarily about
cooperation and teamwork, you should create a character that can get along with others
and at least attempt to make friends. Some groups play evil characters, but unless all the
players and the GM are in agreement with their expectations, such a campaign can quickly
become un-fun.
With that in mind, you should cooperate with the other players when making your
characters. The most effective parties usually have a good blend of character races and
classes, each with abilities that complement their allies. The classic D&D group consists of a
fighter, cleric, wizard, and rogue. If the group is small, the GM can also choose to create an
NPC helper or two to join your group and fill out any missing roles.
Finally, make sure that everyone is having fun. Make sure youre not hogging the
spotlight from the other players, but also make sure that youre contributing to the game
and everyones enjoyment. The GM has a difficult task, so try to be understanding if you
think they are in the wrong, or forgetting something, and talk to them in private rather
than calling them out.
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goods and services. Arcanium, a magical crystal (and its powdered form, magic dust are
also frequently used as currency. See Chapter 6: Equipment for information on
Arcanium.
a number of other similar powerful beings that could serve as additional avatars. Even
though its complete fanon, I find the idea of a sun cleric blasting away undead in the name
of Celestia, or a vengeful night paladin cleansing the world of evil in Lunas name quite
exciting.
Druidic magic: Used by druids, rangers, and totem warrior barbarians, druidic magic is
also available to all races. Druidic magic draws on the energy of the world itself, and the life
force of all living creatures. One revelation made in the recently-released Journal of the
Two Sisters is that the zebras Luna befriended were able to cast their own spells, though it
doesnt go into detail what kind, other than that they are defensive in nature. To me, this
makes a plausible case for druidic or shamanistic magic existing in canon Equestria.
Other magic: A few classes dont quite fit any of the above categories. Way of
shadows monks (ninjas), and way of the four elements monks (air/earth/fire/water
benders) are their own unique type of magic. Its up to the GM to determine whether these
classes are available to non-unicorns or not, but Id allow them. Especially since Maud Pie
makes such a perfect earth monk!
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A Note on Race
I use the term race throughout these
documents because, though technically
incorrect, that has always been the
standard term used in D&D to denote the
differing character species available.
For the pony races I have attempted to stay as close to canon as possible, however there are a few abilities appearing in fanon and
headcanon that have been added to round them out. Few of the other races really have much in the way of official material. For those races,
usually all we have to go by are individual examples (Spike, Gilda, Zecora), so a great deal of abilities have to be made up whole-cloth. In most
cases I have taken existing D&D racial abilities and added them where I felt the flavor would be appropriate. Although I havent read much in
the way of fan fiction, but some of the abilities have been adapted from those sources.
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If youre already familiar with the 5 -edition D&D races, youll probably notice that these races are a bit more powerful than normal. The
reason is that pegasus flight abilities have to be baked-in to their racial abilities. Normally at-will flight is not available to standard D&D races.
Therefore, the power level of all races needed to be boosted to match that of pegasi to provide a level playing field. I would caution against
using standard D&D races together in the same campaign with those of MLP45E, since the Equestrian races will certainly be more powerful. If
you do want to have some sort of portal/crossover game where humans and other humanoid species are present in Equestria, youll want to
give characters who are members of standard D&D races a bonus feat to keep them balanced with Equestrian races.
Andalusian (Subrace)
While not as large as Clydesdales or swift as Mustangs, Andalusians are often more
social and outgoing than their kin.
Ability Score Bonus: From Constitution, Intelligence, and Charisma, choose one ability
to increase by 2 and a second to increase by 1.
Everyones Best Friend: Whenever you roll a Charisma ability or skill check add half your
proficiency bonus, even if you are already adding your proficiency bonus.
People-Pony: Choose one skill from this list: Intimidation, Performance, or Persuasion.
You gain proficiency in that skill.
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Earth ponies are the most numerous of the equine races. They reside in groups ranging
in size from small, nomadic herds to massive cities. Their natural magic is subtle and often
manifests as superior strength, stamina, personal magnetism, or close ties with the plants
and creatures of the earth. Earth ponies are responsible for nearly all food production in
Equestria. Although they are incapable of flight like pegasi, or direct control of their magic
like unicorns, they can still excel in any profession. Perhaps its that perceived need which
drives many earth ponies to become the nations foremost experts in their fields of interest.
Appaloosa (Subrace)
Arabian (Subrace)
The ponies of distant Saddle Arabia are taller and slimmer than the average earth
pony. One could assume that their culture is significantly different from that of Equestrian
ponies. That is left for the GM to flesh out.
Ability Score Bonus: From Constitution, Intelligence, Wisdom, and Charisma, choose
one ability to increase by 2 and a second to increase by 1.
Languages: Add Arabic as a bonus language.
Fleet of Hoof: Your speed increases by 5 feet.
Social Caste: Choose one of the following:
Desert Dweller: When you take fire damage, reduce the damage taken by 2. In
addition, you have advantage on Constitution saves to avoid exhaustion from
hot weather.
Regal Bearing: Re-roll any Charisma ability or skill check die that is 5 or less
before your bonuses are added.
Clydesdale (Subrace)
Clydesdales are larger than other ponies, and stronger. They tend to have longer,
shaggier hair, especially around their fetlocks.
Ability Score Bonus: From Strength, Constitution, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Strong Back: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.
Earth Pony
Mustangs roam Equestrias open plains and are known for their agility and swiftness.
Ability Score Bonus: From Dexterity, Constitution, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Born to Run: You have advantage on any saving throws against effects that restrain you
or slow your movement. In addition, each time you use your movement, you can treat up to
10 feet of difficult terrain as normal terrain.
Fleet of Hoof: Your speed increases by 5 feet.
Pegasus Pony
The pegasi are the second most numerous of the equine races. Most live in floating cloud
cities such as Cloudsdale, but they are still common elsewhere, making up roughly 25% of the
populations of other pony cities. Pegasi are responsible for managing the weather throughout
all of Equestrias populated lands, dissipating dangerous storms while still providing sufficient
rainfall for abundant agricultural production. Pegasi are also natural warriors, and make up
the majority of the Canterlot Royal Guard corps, including the elite Wonderbolts team.
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Mustang (Subrace)
Pennate (Subrace)
Pennate pegasi have light, lithe bodies built for speed. Their powerful, feathered
wings lift them into the air with ease. Most hail from the aerial cities of Cloudsdale and Las
Pegasus. They are the pegasi most people think of when they hear the name.
Athletic Poise: Choose one skill from this list: Acrobatics, Athletics, or Stealth. You
gain proficiency in that skill.
Lightning Reflexes: You add your proficiency bonus to your Initiative rolls.
Nocturnus (Subrace)
Nocturnus pegasi have large, bat-like wings,
eyes with slitted pupils, pointed canine teeth,
and dark coats. Parents tell their children scary
stories about Princess Lunas Nocturni guards
who come to take away naughty foals who dont
go to bed when told. Despite their fearsome
looks and reputation, most are friendly, but
proud of their appearance and like to take
advantage of it when they can.
Darkvision: You can see in dim light within
120 feet of you as if it were bright light, and in
darkness as if it were dim light. You cant discern
color in darkness, only shades of gray.
Skulker: Choose one skill from this list:
Acrobatics, Intimidation, or Stealth. You gain
proficiency in that skill.
The Shadow
By Equestria-Prevails
Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do
not add it to your maximum HP, but you can use it during short rests to heal.
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Unicorns are the least numerous of the three pony races, although they are still more
common than most non-equines. Like pegasi they have founded their own cities, which are
typically in hilly or mountainous regions where their magic is needed to sculpt the terrain to
be suitable for construction. Unicorns are still common in earth pony cities, making up
roughly 20% of the population. Unicorns have the most direct control over their natural
magic, which they achieve through focusing on the horn in their foreheads. In ancient times
unicorns controlled the movements of the sun and moon, although that responsibility has
fallen to the royal sisters since their ascendance. Of all the equine races, unicorns seem most
drawn to intellectual pursuits such as art, music, and craft, although there are still plenty of
unicorn soldiers, farmers, and merchants.
Crystal Pony
Crystal ponies are an offshoot of the standard pony races that originally hail from the
Crystal Empire. Their kind spent centuries enslaved by the wicked King Sombra. The vast
majority of crystal ponies are earth ponies, but
a few crystal pegasi are known to exist.
To create a crystal pony, select one of
the three normal pony races (and subrace if
applicable). Then add the following:
Crystalline Shine: You can re-roll a
Charisma-based ability check, skill check, or
saving throw. You regain the use of this ability
after a long rest.
Crystal Heart Champion: Every time you
take necrotic damage, you take 2 fewer points
of necrotic damage.
Repressed Memories: Every time you
take psychic damage, you become frightened.
You can use your action to roll a DC 15
Wisdom or Charisma check. A success ends
the condition.
Unicorn Pony
Buffalo Traits
Ability Score Bonus: From Strength,
Constitution, and Wisdom, increase one
score by 2 and the other two by 1.
Size: Large
Speed: 30 feet
Vision: Normal
Languages: Bovine, Equestrian, Smoke
Signs
Natural Weapons: You are proficient
with your head-butt attack, which is a
finesse weapon that deals 1d8 bludgeoning
Laughing Water, Buffalo Spiritdamage.
Talker Shaman
Large and In Charge: As a large-sized
creature, you occupy a 10-foot diameter
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space in combat. You can carry, lift, pull, and
push twice as much weight as a medium-sized creature. If you are forced to squeeze into a 5foot wide passage, you move at half speed, your opponents have advantage against you and
you have disadvantage on all rolls. Small-sized
creatures can freely move through your space,
Design Notes: Buffalo
and likewise you can move through their
spaces. You also need to eat and drink four
Theres not much information on
times as much as a medium-sized creature.
buffalo in the show aside from their
Bison Brute: Your weapon attacks with
appearance in Over A Barrel. As
manufactured weapons sized appropriately to
they are based on Native American
you deal 2 extra damage.
culture, a number of their abilities and
Stampede: If you use the Dash action you
feats are drawn from Native American
can use a bonus action to make a head-butt
tropes.
attack at any point during its movement. If this
attack hits, contest your Strength against the
target's Strength or Dexterity. If you win, you knock the target prone.
Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do
not add it to your maximum HP, but you can use it during short rests to heal.
War Cry: On the first round of combat (as long as you are free to yell), you and your
allies have a +1 bonus to attack rolls and armor class.
Diamond dogs are an apelike canine race with oversized forelegs and undersized hind
legs. They normally walk and run on all fours, but have no trouble standing upright and
using their forelegs (complete with opposable thumbs) as arms. Their tails are stubby and
mace-like, with bony spikes or knob. Like all canines, they possess a keen sense of smell.
A colony of diamond dogs lives near Ponyville, underneath Raritys favorite gemhunting grounds. This particular group is cruel, but not all diamond dogs exhibit this
behavior. In fact, according to the official comic series, an entire kingdom of diamond dogs
exists on the border of Equestria, and their queen requested Rainbow Dash to come and
perform an aerial stunt show for them.
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The buffalo tribes roam the open plains of southern Equestria, from the San Palomino
Desert to Dodge Junction, and their annual migrations take them through the center of that
range, Appleloosa. Buffalo culture resembles that of Native Americans. Recently the buffalo
have made peace with the ponies of Appleloosa, and some young buffalo are beginning to
explore pony culture. Their mammoth size sometimes gets them into awkward situations, but
it has its advantages.
Diamond Dog
Buffalo
Doberman (Subrace)
Diamond Dog Dobermans lie halfway between
their larger and smaller kin. Their keen wits often lead
to them becoming the brains of any diamond dog
outfit.
Ability Score Bonus: Your Wisdom or Charisma
score increases by 2.
Crafty: You gain proficiency in one tool of your
choice.
Mastiff (Subrace)
Design Notes:
Diamond Dog
Other than their single
appearance in season 1 and
coming up in the IDW Friends
Forever #6 comic, there is
little to go on for these guys.
They are currently based on
D&D dwarves, with a few
additional abilities borrowed
from halflings.
Pug (Subrace)
Diamond Dog Pugs make up in sneakiness and agility what the lack in brute strength.
Ability Score Bonus: Your Dexterity score increases by 2.
Size: Small
Devious: Choose Acrobatics, Sleight of Hand, or Stealth. You gain proficiency in that skill.
Nimble: You can move through the space of any creature that is size medium or larger.
Sneaky: You can attempt to hide even when you are obscured only by a creature that is
size medium or larger.
Donkeys, and their half-horse hybrids--hinnies and mules--are all unique breeds with
slightly different characteristics, but for the purposes of the game, they all follow the same
rules. A hinny is the offspring of a male horse and female donkey, while a mule is the
offspring of a female horse and male donkey. Despite being equines, these three species all
lack cutie marks. Similar in size to ponies, in general they are known to be strong,
surefooted, patient, and tough, sharing many of the traits of earth ponies.
In Equestria, donkeys hinnies, and mules appear to live normal, modest lives among
the pony majority. Cranky the donkey lives up to his namesake, but other examples of this
group seem well-adjusted and easy
to get along with.
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Magic Resistant: When you fail a save against a magic spell, you can re-roll the save.
You regain the use of this ability after a short rest.
Shifty: When an opponent misses you with an attack, you can use your reaction to make
a shove attack against that opponent or move up to 10 feet.
Subrace: Choose a subrace. Three are described here: Doberman, Mastiff, and Pug.
Donkey
Donkey Traits
Ability Score Bonus: From
Strength, Dexterity, Constitution,
and Wisdom, choose one ability to
increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian and
Cranky Doodle Cleric
one additional
By Cheezedoodle96
Natural Weapons: You are
proficient with your hoof and bite attacks, which are finesse weapons that deal 1d4
bludgeoning damage.
Brave: You have advantage on saving throws against being frightened or terrified.
Nimble: You can move through the space of any creature that is size large or larger.
Stand Firm: Whenever an effect would force you to move or knock you prone, you
can roll a DC 15 Strength, Dexterity, or Constitution saving throw to ignore the movement
or prone effect.
Strong Back: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift,
push, and pull limits are increased by 50%.
Stubborn: When an effect blinds, dazes,
Design Notes: Donkey
deafens, frightens, stresses, terrifies, or stuns
Since they are already very
you, you can use your reaction to ignore that
similar to earth ponies, I wanted to
condition. You can use this ability again after
include a few earth pony abilities
a short rest.
but also wanted to make sure they
Vim & Vigor: Whenever you roll Hit Dice
had something unique to
to heal, add +2 to the result of each die.
themselves. Otherwise, for all
Whenever you gain temporary hit points, add
practical purposes, they are earth
+2 to the amount.
ponies without cutie marks.
Scent Situation
DC
Recognize a familiar species
10
Recognize an individual you know well
15
Recognize an individual you have met at least once
20
Every four hours that have passed
+1 to the DC
Rain or snow in the area
+5 to the DC
Particularly overpowering smell nearby
Disadvantage
10
In exceedingly rare situations, a young dragon finds itself orphaned, abandoned, or even
voluntarily leaving the company of other dragons to associate with ponies. One of the most
well-known is Spike, assistant and confidant of Princess Twilight Sparkle. Like the equine
races, dragons also possess innate magic, but theirs usually empowers their physical might
and the power of their dragon breath. Occasionally, a dragon learns to control its innate
magic, allowing it to cast spells like a unicorn. Most Equestrian dragons normally breathe fire,
but its rumored there are other dragon types who breathe acid, cold, lightning, and poison.
Dragon Traits
Ability Score Bonus: From Strength,
Constitution, and Charisma, choose one
ability to increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian, Draconic
Natural Weapons: You are
proficient with your claw and bite
attacks, which are finesse weapons that
deal 1d4 slashing damage and piercing
damage, respectively.
Dragon Type: Choose a dragon type
from the table below, which determines
your scale color and appearance, as well
as your breath weapon and damage resistance.
Dragon
Black or Copper
Blue or Bronze
Brass
Red or Gold
Green
White or Silver
Purple
Damage Type
Acid
Lightning
Fire
Fire
Poison
Cold
Fire
Breath Weapon
5 x 30 ft. line (Dex. Save)
5 x 30 ft. line (Dex. Save)
5 x 30 ft. line (Dex Save)
15 ft. cone (Dex Save)
15 ft. cone (Con Save)
15 ft. cone (Con Save)
15 ft. cone (Dex Save)
Breath Weapon: You can use your action to exhale destructive energy. Your dragon type
determines the size, shape, and damage type of the exhalation. When you use your breath
weapon, each creature in the area of the exhalation must make a saving throw as indicated.
A creature takes 1d6 damage on a failed save, and half as much on a successful save. The
save DC is 8 + your Constitution bonus + your proficiency bonus.
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Dragon
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The damage increases to 2d6 at 6 level, 3d6 at 11 level, and 4d6 at 16 level. After
you use your breath weapon, you cannot use it again until you complete a short rest or a
long rest.
Focus Breath: You can choose to concentrate your breath weapon attack down to
affect a single adjacent object over multiple rounds. One round of such use will destroy
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends
your breath weapon like any other use.
Damage Resistance: You have resistance to the damage type associated with your
dragon color.
Immature Wings: Your
wings have emerged recently,
although it will be some time
before they are strong enough
to enable regular flight. In the
meantime, you can use them
for short bursts of flight and
some controlled gliding. You
can use your movement to fly
the same distance as your
ground speed, but if you do so
more than once before you
complete a short rest, each
additional use after the first
you must roll a DC 15
Zuri and Argent By Cheezedoodle96
Constitution save or gain a
level of exhaustion.
Glide: When you fall 30 feet or more, you can use your reaction to spread your wings
and slow your fall, giving you resistance against falling damage. For every 10 feet you fall,
you can move 5 feet horizontally.
Dragon Bloodline: Choose two dragon bloodline abilities from the list below.
Arcane Apprentice: You can wield arcane magic like a unicorn. Pick bard,
sorcerer, or wizard. Your spellcasting ability is Charisma (bard or sorcerer
cantrips) or Intelligence (wizard cantrips). You learn two cantrips from the
chosen class.
Immunity: You have immunity to the damage type associated with your
draconic ancestry, rather than resistance.
Intense Breath: Your breath deals 1d6 additional damage and creatures have
disadvantage on saves against it.
Quickened Breath: You can use your breath weapon as a bonus action.
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Griffon
Griffons are a predatory race of half-lion, half-bird creatures who hail from beyond
Equestria. They have the body, hind legs, and tail of a lion, and the forelegs, talons, wings,
and head of an eagle, hawk, or owl. Although fairly rare, griffons have at least one
community within Equestria itself, and even sent a team to the Equestria Games. Some
griffons have integrated into pony culture and can be found living in the cities and towns of
Equestria, especially pegasus cities such as Cloudsdale. Griffon flight abilities are comparable
to those of pegasi, and their sharp beak, talons, and lion-like roar make them strong physical
combatants.
Griffon Traits
Ability Score Bonus: From Strength,
Dexterity, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Size: Medium
Speed: 30 feet
Darkvision: You can see in dim light within
60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Alex (Alexander Ironclaw)
Languages: Griff, Equestrian
By Equestria-Prevails
Natural Weapons: You are proficient with
your claw and bite attacks, which are finesse weapons that deal 1d6 slashing damage and
piercing damage, respectively.
Flight: You have a fly speed of 50 feet. If you are at half your maximum HP or less, your
fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If you are
at one-quarter your maximum HP or less, you cannot fly. You can only glide to the ground
(see below).
Cloud Walking: You can touch and interact with clouds as if they were solid (albeit soft)
ground. This means you can sit or lie on clouds, move them around, gather them together, or
tear them apart with your claws. You can also stomp on thick clouds and force them to rain,
or possibly even coax out a small lightning bolt if its a thick enough cloud.
Glide: When you fall 30 feet or more, you can use your reaction to spread your wings
and slow your fall, preventing you from taking any falling damage. For every 10 feet you fall,
you can move 5 feet horizontally.
Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
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Robust Wings: Your wings are strong enough to let you fly up to four times
before needing to spend Hit Dice or rest.
Tough scales: When you take piercing, slashing, bludgeoning, or force damage,
reduce the damage by 1.
Minotaur
Minotaurs have the dubious honor of being Equestrias only known humanoid race.
Despite their frightening appearance, they seem to get along well enough with equines,
but nothing is known of their culture. Are they lone wanderers eking out a living among the
ponies? Or do they have their own communities elsewhere in Equestria? Perhaps they are
normally subterranean, and live in underground cities? These are things for the GM to
decide for their campaigns.
Minotaur Traits
12
Zebra
The zebras are another race from beyond the borders of Equestria. Zebras share a
common ancestor with ponies and donkeys, though thousands of generations of evolution
have given them a number of differences, most notably their striped hair. In Equestria,
especially the smaller, insular communities, zebras are unfortunately often subject to a great
deal of suspicion and distrust, so it can be difficult for them to fit in at first.
Zebra culture is deeply spiritual, and the majority of them possess a reverence for nature
and their ancestors that borders on religious. Zebras are especially drawn to classes that form
pacts with nature or other beings or powers, such as the shaman, warlock, druid, and cleric.
Zebra Traits
Ability Score Bonus: From Strength, Constitution, and Wisdom, choose one ability to
increase by 2 and a second to increase by 1.
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Size: Medium
Speed: 30 feet
Languages: Zebraharan,
Design Notes: Zebra
Equestrian
Like the minotaur and griffon, all we really
Natural Weapons: You are
have to go on is a single individual on which
proficient with your hoof and bite
to base an entire species. Luckily, in the
attacks, which are finesse weapons
episode Bridle Gossip we do have some
that deal 1d4 bludgeoning damage.
information on Zebra culture, which appears
Cutie Mark: All zebras receive a
to draw from some real-world African
cutie mark by adulthood. You
cultures.
determine what your cutie mark
Their racial abilities reflect a spiritual,
looks like and the ideal it represents.
reverent people, unique among all the
See the section on cutie marks in
Equestrian races shown to date in canon.
chapter 4 for complete rules.
One recent revelation in the Journal of the
Ancestral Guidance: After
Two Sisters is that the zebras befriended by
taking a long rest you can roll 3d20
Princess Luna were able to cast spells, which
and write down the results. At any
they used to defend themselves from their
point in the coming day you can use
enemies, the manticores.
one of those die results for your own
d20 roll or that of a friend instead of
rolling. Once a die is used in this
fashion it is discarded. Any unspent
die results are discarded when you begin a long rest.
Astute Observer: You gain
proficiency in the Insight or
Investigation skill, and you have
advantage on all checks and saves
against illusions.
Consult the Spirits: You can
use the Augury spell as a ritual
once per day, even if you cannot
normally cast spells. You begin
play with the material component
for free.
Meditative Healing: Each
time you spend a Hit Die to heal
during a short rest, you add 2 HP
to a pool of healing energy. You
can divide this extra healing
between yourself and any friends
who are also taking the rest with
Zecora, Everfree Druid
you. Unspent HP in the pool
By Cheezedoodle96
disappear at the end of the rest.
13
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MLP45E Chapter 3: Fanon Character Races
14
Scent Situation
Recognize a familiar species
Recognize an individual you know well
Recognize an individual you have met
Every four hours that have passed
Rain or snow in the area
Particularly overpowering smell nearby
DC
10
15
20
+1 to the DC
+5 to the DC
Disadvantage
Flight: You have a fly speed of 30 feet. If you are at half your maximum HP or less,
your fly speed is halved and you must make a DC 15 Constitution check to gain altitude.
If you are at one-quarter your maximum HP or less, you cannot fly. You can only glide to
the ground (see below).
Cloud Walking: You can touch and
interact with clouds as if they were solid
Design Notes:
(albeit soft) ground. This means you can
Changeling Orphan
sit or lie on clouds, move them around,
As we saw in A Canterlot Wedding,
gather them together, or buck them
changelings make great villains, but
apart with your hooves. You can also
could one ever become a hero? We
stomp on thick clouds and force them to
saw very little of them other than
rain, or possibly even coax out a small
Queen Chrysalis, so from here on out
lightning bolt if its a thick enough cloud.
we must venture into headcanon
Glide: When you fall 30 feet or
territory: This write-up is partially
more, you can use your reaction to
inspired by Star Treks borg race,
spread your wings and slow your fall,
especially from the Star Trek: The Next
preventing you from taking any falling
Generation episode I, Borg.
damage. For every 10 feet you fall, you
can move 5 feet horizontally.
Shapechange: You use your action
to take on the appearance of any other medium-sized living, natural creature. The first
time you assume a new shape, the creature you duplicate must be within 50 feet of you.
You can remember a number of different forms equal to your Intelligence score. You can
forget any of your memorized forms in order to learn a new one. Once youve learned
a form, you can change minor details of its appearance. This means, for example, if you
learn earth pony as a form, from that point on when you change shape into an earth
pony, you can pick any subrace, gender, build, hair style and color, coat color, eye color,
and cutie mark. Such variations dont count against the limit of forms you know.
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Changeling Orphan
Keen Nose: A large part of the communication within a changeling hive is via scents
and pheromones. You have advantage on Investigation and Perception checks when
attempting to notice or locate objects that have a distinct smell, or other creatures. If
there's a strong distracting smell in the area, you might instead have disadvantage (GM's
option).
Your sense of smell is such that you can recognize the species of creatures that
have been in an area recently. Roll a Wisdom (Perception) check according to the
st
following table. You also have the Tracking ability of a 1 -level ranger. If you choose
ranger as your class, you gain free training in the Perception skill instead.
15
Deerfolk
The deerfolk are an aloof, secretive lot. They dont tend to trust equines on first
meeting, although they are not normally openly hostile except when their homelands are
invaded. White-tail and reindeer are fast, agile, stealthy, and innately magical, proud
masters of magic in all its forms. Their artwork, especially musical instruments, jewelry, and
wine, are also highly coveted. Elk and moose are less secretive and more likely to make
contact with equines, as they like to roam wider areas. They rely more on their brute
strength than magic to get them out of a pickle.
In ancient days, the gods of the deerfolk had a controversy on their hooves. Female
deer, lacking antlers, were unable to wield arcane magic. The gods decreed that that in
exchange for their monopoly on arcane magic, male deer must sacrifice their connection to
the primal, druidic magic of the earth and the divine magic of the gods. Therefore, only
male deer could wield arcane magic, and only female deer could wield divine and primal
magic. The reindeer tribe was unsatisfied with this decision. The petitioned the gods to
instead bless their females with antlers of their own, and the gods agreed. All the deerfolk
tribes were content with their compromises in the end.
Deerfolk Traits
Size: Medium
Speed: 35 feet
Darkvision: You can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You cant discern color in darkness, only shades of
gray.
Languages: Cervine, Equestrian, and Tail Signs
Natural Weapons: You are proficient with your hoof, bite, and (if you have antlers)
gore attacks, which are finesse weapons. Hoof and bite attacks deal 1d4 bludgeoning
damage, and your gore attack deals 1d4
piercing damage.
Deerfolk Variant:
Ancient Pact: Male elk, moose, and
Peryton
white-tail are eligible for the arcane
classes bard, sorcerer, and wizard and
The peryton are a rare variant of
the subclasses eldritch knight and
Reindeer and White-Tail deer that
arcane trickster, but are barred from
possess feathered wings. Its said that
the cleric, paladin, druid, and ranger
they are born under a special sign in
classes. For females, the reverse is true.
the sky or during certain cosmic
Either sex can choose warlock, as their
events.
powers are granted by a magical patron.
In order to create a peryton, select
For reindeer, both males and
the Reindeer or White-Tail Deer
females have antlers and are eligible for
subrace and add the Sign of the
all classes.
Peryton feat from Chapter 4:
Arcane Magic: If antlered, you
Character Options.
st
have the capability to wield arcane
You can only create a peryton at 1 magic. This means that you are eligible
level if your GM uses the Freebies
st
for the bard, mage, and sorcerer classes
house rule to give 1 -level characters
and the eldritch knight and arcane
a bonus feat.
trickster subclasses. While you cast or
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The shapes details are based on what you can discern through your normal senses, so
if the creature youre copying has a hidden scar, a bag with unknown contents, or some
other quality you cant detect, youre forced to guess. Your equipment blends into the new
form, or takes on the appearance of some other equipment your target is wearing (your
choice). Any magic items you wear continue to function.
If you change into a form without wings, you lose your flight, cloud walking, and glide
abilities. If you change into an aquatic form, you gain its ability to breathe water (or hold its
breath for extended periods). If you change into a form with superior senses such as an
eagles vision, you gain that sense. Any other form you take that has some sort of special
characteristic should be adjudicated by the GM, but generally any abilities you gain from
the form should be (together) no more powerful than a feat. Note that changing into a
unicorn does not grant you access to arcane magic.
If the form can speak, you can speak in its voice, but unless youre familiar with the
target, you dont know its mannerisms. Close friends of the target can tell youre an
imposter if they beat you at a contest of your Charisma (Deception) against their Wisdom
(Insight). If you win the contest by 4 or less, they are suspicious but see no reason to
disbelieve you. If you win the contest by 5 or more, they are convinced that you are the
genuine article. If, later on, something comes up where they have reason to be suspicious
again, they can retry the contest.
Brittle: You have an exoskeleton which is less resilient to damage than creatures with
skeletons. Whenever you take piercing, slashing, bludgeoning, or force damage, you take 1
extra point of damage.
16
This entry covers both the elk and moose subraces. They are much larger than their
other deer relatives, but they dont have quite the same level of magical aptitude as
reindeer or white-tails.
Ability Score Bonus: From Strength, Constitution, and Wisdom, choose one ability to
increase by 2. The other two scores increase by 1.
Natural Weapons: Your natural weapons deal 1d6 damage rather than 1d4.
Large and In Charge: As a large-sized creature, you occupy a 10-foot diameter space in
combat. You can carry, lift, pull, and push twice as much weight as a medium-sized
creature. If you are forced to squeeze into a 5-foot wide passage, you move at half speed,
your opponents have advantage against you and you have disadvantage on all rolls. Smallsized creatures can freely move through your space, and likewise you can move through
their spaces. You also need to eat and drink four times as much as a medium-sized
creature.
Fear the Deer: Your weapon attacks with manufactured weapons sized appropriately
to you deal 2 extra damage.
Reliable Strength: You have advantage on all Strength checks, Strength (Athletics)
checks, and Strength saves.
Reindeer (Subrace)
Reindeer live in the northern reaches of Equestria.
Their tribe asked the gods to bless their females with
antlers, like those of the males, and the gods obliged.
Both sexes take an equal part in all aspects of reindeer
society.
Ability Score Bonus: From Dexterity, Intelligence,
and Wisdom, choose one ability to increase by 2 and a
second to increase by 1.
Magic Initiate: You gain the Magic Initiate feat (see
th
page 168 of the D&D 5 Edition Players Handbook). If
desired, you can opt to learn an additional cantrip
st
instead of the feats 1 -level spell.
Elusive: When you are missed by a melee attack,
you can use your reaction to disengage and jump up to
Niceprill
20 feet away.
By Sirzi
Mask of the Wild: You can attempt to hide even
when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other
natural phenomena.
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Hippogriff
Like griffons, hippogriffs are a hybrid race. They are similar to griffins except that
they have a ponys hindquarters and tail instead of a lions. They also lack the griffons
lion-like roar. In your campaign, hippogriffs can be one of several things:
They may be their own unique race, unrelated to either equines or griffons.
They may be a natural crossbreed of equines and griffons that has bred true over
time and formed its own communities, culture, and traditions.
They may the product of griffon and pony parents that may require the
assistance of magic for conception to occur. Such offspring would typically be
raised in the culture of their parents.
This write-up assumes that hippogriffs are crossbreeds, either natural or magical,
and that they inherit a cutie mark from their equine heritage. Depending on the tone of
your campaign, they may be outcasts, disliked because of their dual nature, or they
might be accepted for who they are (or both, depending on who you talk to).
Hippogriff Traits
Ability Score Bonus: Your wildly mixed bloodline lets you increase any one ability
score of your choice by 2 and different score by 1.
Size: Medium
Speed: 30 feet
Languages: Griff, Equestrian
concentrate on a spell, both your antlers and the target of the spell glow with a magical
aura. The color of your magic aura is determined at birth and never changes (unless you
use dark magic).
One With Nature: You gain proficiency in the Nature or Survival skill.
Subrace: Choose a subrace. Four are described here: Elk/Moose, Reindeer, and WhiteTail.
17
The kirin race is a mythical, magical hybrid of dragon and pony (earth, pegasus, or
unicorn). Their features and appearance vary from individual to individual, such that
members of the same family may not even have the same physical features. All kirin have
quadruped, pony-like bodies with thick, muscular tails like a dragons, ending in a tuft of
hair. Rather than hooves, they have clawed feet, but they are less articulate than those
of dragons. Their heads sport a full mane of hair. Thats where the commonalities end.
Some kirin are covered in fine scales, while others have hair. Some have a ridge of spines
running down their backs from head to tail, others do not. Some have reptilian facial
features, such as slitted eyes and reptilian frills, while others are more pony-like.
Pegasus/dragon kirin have dragon-like or feathered wings, and unicorn/dragon kirin
have either a single unicorn-like horn or dragon-like horns similar to those of their dragon
parent.
Though exceedingly rare, in Equestria kirin are most commonly known simply as
dragon-ponies since only historians will likely be familiar with the proper term. Most
kirin will be raised by their parents, but some may find themselves orphaned or
abandoned. Their dragon-like appearance may be frightening to others, so often kirin
have difficulty making friends. If you create a kirin character, select either earth, pegasus,
or unicorn pony for your heritage.
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Kirin (Dragon-Pony)
Kirin Traits
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your claw and bite attacks, which are
finesse weapons that deal 1d4 slashing damage and piercing damage, respectively.
Cutie Mark: All kirin receive a cutie mark by adulthood. You determine what your
cutie mark looks like and the ideal it represents See the section on cutie marks in
chapter 4 for complete rules.
Dragon Type: Choose a dragon type from the table below, which determines your
scale color and appearance, as well as your breath weapon and damage resistance.
Dragon
Black or Copper
Blue or Bronze
Brass
Red or Gold
Green
White or Silver
Purple
Damage Type
Acid
Lightning
Fire
Fire
Poison
Cold
Fire
Breath Weapon
5 x 20 ft. line (Dex. Save)
5 x 20 ft. line (Dex. Save)
5 x 20 ft. line (Dex Save)
10 ft. cone (Dex Save)
10 ft. cone (Con Save)
10 ft. cone (Con Save)
10 ft. cone (Dex Save)
18
Necklaces
By Kilala97
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Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
Breath Weapon: You can use your action to exhale destructive energy. Your dragon
type determines the size, shape, and damage type of the exhalation. When you use your
breath weapon, each creature in the area of the exhalation must make a saving throw as
indicated. A creature takes 1d6 damage on a failed save, and half as much on a successful
save. The save DC is 8 + your Constitution bonus + your proficiency bonus.
th
th
th
The damage increases to 2d6 at 6 level, 3d6 at 11 level, and 4d6 at 16 level. After
you use your breath weapon, you cannot use it again until you complete a short rest or a
long rest.
Focus Breath: You can choose to concentrate your breath weapon attack down to
affect a single adjacent object over multiple rounds. One round of such use will destroy
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends your
breath weapon like any other use.
Damage Resistance: You have resistance to the damage type associated with your
draconic parent.
Subrace: Choose a subrace: earth, pegasus, or unicorn for your hybrid pony type. You
gain the traits associated with that type (see below).
19
Race
Earth Pony (Andalusian)
Earth Pony (Appaloosan)
Earth Pony (Arabian)
Earth Pony (Clydesdale)
Earth Pony (Mustang)
Pegasus (Pennate)
Pegasus (Nocturnus)
Unicorn
Buffalo
Diamond Dog (Doberman)
Diamond Dog (Mastiff)
Diamond Dog (Pug)
Donkey
Dragon
Griffon
Minotaur
Zebra
Changeling Orphan
Deerfolk (Elk/Moose)
Deerfolk (Reindeer)
Deerfolk (White-Tail)
Hippogriff
Kirin
Height Range
3 - 4 (90 - 120 cm)
3 - 4 (90 - 12 0cm)
3.5 - 4.5 (105 - 135 cm)
3.5 - 4.5 (105 - 135 cm)
3 - 4 (90 - 120 cm)
3 - 4 (90 - 120 cm)
3 - 4 (90 - 120 cm)
3 - 4 (90 - 120 cm)
5 - 6 (150 - 185 cm)
4 - 5 (120 - 150 cm)
5 -6 (150 - 185 cm)
2.5 - 3 (75 - 90 cm)
3 - 4 (90 - 120 cm)
3 to 5 (90 - 150 cm)
4 to 5 (120 - 150 cm)
7.5 to 8.5 (230 - 260 cm)
3.5 - 4.5 (105 - 135 cm)
3 - 4 (90 - 120 cm)
6 to 7 (185 - 215 cm)
3.5 - 4.5 (105 - 135 cm)
3 - 4 (90 - 120 cm)
3.5 to 4.5 (105 - 135 cm)
Pony type + 10-20%
Weight Range
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
110 - 150 lb. (50 - 70 kg.)
120 - 160 lb. (55 - 75 kg.)
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
400 - 600 lb. (180 - 270 kg.)
100 - 140 lb. (45 - 65 kg.)
170 - 220 lb. (80 - 100 kg.)
50 - 70 lb. (25 - 30 kg.)
80 - 110 lb. (35 - 50 kg.)
100 - 200 lb. (45 - 90 kg.)
140 - 180 lb. (65 - 80 kg.)
400 - 500 lb. (180 - 230 kg.)
110 - 150 lb. (50 - 70 kg.)
90 - 120 lb. (40 - 55 kg.)
400 - 500 lb. (180 - 230 kg.)
90 - 120 lb. (40 - 55 kg.)
80 - 110 lb. (35 - 50 kg.)
120 - 160 lb. (55 - 75 kg.)
Pony type + 10-20%
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The tables below show some typical height/weight ranges. You can pick anything in
that range for your character, or something outside the range if you want to be uniquely
larger or smaller. Assume that characters with a higher Strength and Constitution scores
will be heavier with muscle mass, and they may be taller than average (though not
necessarily). Note that these weights are a bit lighter than is realistic. Mostly this is to make
it easier to carry other characters around, as frequently happens in the show.
For most races, females tend toward the lower end of the range while males tend
toward the higher end. Male and female griffons, diamond dogs, and dragons are roughly
equal size. Changeling orphan females are generally larger and heavier than males.
20
21
Dare By Vest
MLP45E Chapter 4: Character Options
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Champion
Discord
Empress Rosilda
Galadhon
King Aurumvolis
Princess Cadance
Princess Celestia
Princess Luna
Princess Twilight
Queen Chrysalis
Sombra the Undying
The Great Wind Spirit
Concept
Chaos, Change
Bravery, Soldiers, War
Wilderness, Healing
Life, Strength, Lore
Love, Healing, Community
Learning, Protection, Sun
Moon, Secrets, Guardians
Friendship, Magic
Greed, Trickery
Tyranny, Undeath
Life, Nature, Weather
Domains
Chaos, Trickery
Life, War
Nature, Life
Knowledge, Life, War
Life, Love
Knowledge, Life, Light, War
Knowledge, Moon, Nature, War
Life, Knowledge
Trickery
Death, War
Life, Shamanism, Tempest
The following domains help reproduce some of the stronger themes present in MLP:
FiM. As mentioned in the chapter 1 FAQ, the major power players of Equestria are not
themselves considered to be gods or even worshipped per se. Instead, they are the
personification of certain qualities and concepts. Many individuals dedicate their lives to
serving these ideals, and they see these luminaries as their personal heroes, champions of
their cause. Those who devote their lives fully to a cause (such as clerics and paladins)
receive divine magical powers in return.
To facilitate this transfer, each champion serves as a conduit for the distribution of
divine magic from the gods. Certain D&D spells such as Commune and Divination put the
caster directly into contact with their champion, although the champion may not be
consciously aware of it happening. In fact, the champions themselves are barely aware of
this aspect of their existence and cannot tap into this power directly. Patrons of evil, such
as Sombra and Chrysalis, are more than happy to abuse this link by amassing large groups
of like-minded followers to do their bidding.
Most clerics and paladins use the cutie mark of their hero as their holy symbol. In
some cases they even have it embroidered or painted on their clothes, tattooed upon their
skin, dyed in their coats, or carved into their scales. The reaction of the champions to such
hero-worship varies. Those who have been around for a long time, such as Discord,
Celestia, Luna, and Galadhon are used to the attention and accept it gracefully. More
recently-empowered champions such as Cadance and Twilight may find it strange or even
embarrassing.
Below are several of the power players of Equestria, as well as some additional
original characters created for MLP:45E to fill in the gaps in other concepts. New characters
are briefly examined below. As always, feel free to add to, remove, or rename any of the
additional characters. Doubtless there are other champions which are known only in
distant lands or which have not yet revealed themselves.
22
Chaos Domain
Starting at 8 level, you add your Wisdom bonus to the damage you deal with any
cantrip.
You revere the spirit of chaos, mischief, and trickery and its proxy, Discord. You disdain
the status quo, and strive to make sure things stay interesting. Although you dont
necessarily act with actual malice, sometimes your actions have unfortunate, unforeseen
consequences. Clerics of chaos tend to be wanderers, moving from town to town, always
looking for the opportunity for entertainment. This domain presents an alternate take on
th
the Trickery domain as it appears in the D&D 5 Edition Players Handbook.
Due to Discords recent friendship with Fluttershy, many chaos clerics have become
somewhat more mindful that they avoid causing outright strife through their actions.
Others see this change as a betrayal of what Discord stands for, and have redoubled their
efforts to spread raw chaos.
Chaos Incarnate
Domain Spells
Knowledge Domain
Bonus Spells
Potent Spellcasting
th
Starting at 17th level, Discord always responds when you call on him via your divine
intervention cleric ability, and you take half damage from your Channel Divinity: Wild
Surge ability. In addition, you grow an antler-like horn and a dragonlike horn on your
head. These replace any existing horns or antlers you may have.
Death Domain
th
Clerics of the Knowledge domain are actively engaged in the creation, preservation,
and distribution of knowledge. They often become scientists, researchers, librarians,
educators, scholars, and archaeologists. Powers that grant access to the Knowledge
domain include Celestia, Galadhon, Luna, and Twilight.
Powers
th
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Design Notes:
Chaos Domain
Discords antics in
the show are fun for
us to watch, but if a
character with this
domain is constantly
making trouble for
the party, it can make
for a short, unhappy
campaign. If you take
the Chaos domain
make sure your antics
arent putting undue
stress on the rest of
the party.
existence. Its said that he only awakens when dragons as a species are under threat.
Lately, that situation seldom arises.
Aurumvolis and Discord were bitter enemies in the past, but something occurred
between them that caused Discord to fear and respect the king of dragons and leave his
people alone. His symbol is a golden, slitted eye.
Sombra the Undying: Though his physical form was destroyed by the restoration of
the Crystal Heart to the Crystal Empire, Sombras spirit lives on in discorporate form. In life,
Sombra mastered the ability to amplify his own unicorn magic to astounding levels through
the use of Arcanium crystal (see chapter 8). In death, his spirit form has gained the ability
to breathe unlife into the dead, turning them into zombies or animate skeletons.
Sombras followers are evil would-be tyrants who seek to boost their own power and
influence at the expense of others. Since his destruction and mastery of undeath, a number
of necromancers are joining the ranks of Sombras faithful. His symbol is a crown of bluegreen crystal.
The Great Wind Spirit: This is the name given by the buffalo to an immortal being that
they hold sacred. Tribal teachings say that the Spirit both physically breathes life into the
land by driving the winds and storms which bring rain, just as it metaphorically breathes life
into their people by blessing them with children. The Great Wind Spirits symbol is the
dreamcatcher.
The Great Wind Spirit never manifests in a physical form. When it needs to make its
presence known or signal its approval or disapproval, it creates strong winds,
thunderstorms, tornadoes, or other powerful weather phenomena, much to the
consternation of pegasi weather managers everywhere.
Rules for the Knowledge domain are found in the D&D 5 Edition Players
handbook. In addition to those rules, MLP45E grants clerics of the Nature domain a
23
You revere the circle of life, from beginning to end. Unlike many domains, life is a
universal constant, and life clerics can call upon numerous patrons. Cadance, Celestia,
Galadhon, Luna, Rosilda, and Twilight are all admired by life clerics.
Clerics of Life often become the resident doctors, midwives, or community leaders in
smaller villages. They help life along from beginning to end, from the coaching of expectant
mothers and delivery of foals to comforting the elderly in their last days and ultimately
laying them to rest.
Powers
th
Rules for the Life domain are found in the D&D 5 Edition Players handbook. In
addition to those rules, MLP45E grants clerics of the Life domain gain the Medicine skill as a
bonus proficiency.
Bonus Proficiencies
You gain proficiency with the Insight and
Persuasion skills.
Design Notes:
Love Domain
The Love domain started
out as a variation on the
official Life domain, but
eventually matured into
domain less focused on
melee power and more
focused on magic,
protection, and interaction.
You revere the sun and all its life-giving qualities, including the concepts of rebirth,
renewal, and redemption. You use light as a weapon to punish evildoers, burning them
with cleansing, righteous flame. You reserve a special wrath for the undead and those who
would bring them into the world.
Clerics of Light often become guardians of smaller villages, soldiers in the military, or
police officers.
Starting at 2nd level, you can use your Channel Divinity to lend your strength to
others, shouldering their burdens.
Use as your reaction when a friend within 30 feet takes damage. Your friend takes
no damage, and you take half the damage your friend would have taken. If the damage
was from a spell or other effect that includes other effects or inflicts conditions, your
friend has advantage on any saving throws needed to avoid or remove the effect.
You can also use this ability to remove one level of exhaustion from a friend within
30 feet and place it on yourself instead.
Powers
Potent Spellcasting
Light Domain
th
Rules for the Light domain are found in the D&D 5 Edition Players handbook. In
addition to those rules, MLP45E grants clerics of the Light the Produce Flame cantrip as a
bonus domain spell.
Starting at 8 level, you add your Wisdom bonus to the damage you deal with any
cleric cantrip.
Love Domain
Starting at 17 level, creatures feel a kinship with you, even if they are hostile. You
are always surrounded by an effect equivalent to the sanctuary spell, except that it only
affects living creatures of animal or intelligence or greater. If you take any actions that
cancel the spell, it reactivates at the end of a short rest.
st
In addition, any time you heal a creature using a spell of 1 level or higher, each
creature healed gains temporary hit points equal to the spell level +2.
Finally, you and any friends within 10 feet of you have advantage on saving throws
against enchantment spells.
th
You revere the spirit of love in all its forms love between friends, between family,
between lovers, and especially selfless love for all others that asks for nothing in return.
The current physical embodiment of this ideal is Princess Cadance, ruler of the Crystal
Empire. The love between Cadance, her husband Shining Armor, and all the crystal ponies
of the empire empower the Crystal Heart, a powerful magical artifact which helps protect
their domain.
Clerics of the love domain often become doctors, counselors, medics, and social
workers, using their talents to help others. They are very careful when using magic to trick
others with false emotions and enchantments, for they see such magic as a potential
violation of the spirit of their patron. Spells that temporarily charm another are acceptable
when used with care. Spells that dominate another creatures mind are outright forbidden.
Spells that calm hostile emotions so that cooler heads can prevail are ideal.
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Life Domain
1
3
5
7
9
Aura of Empathy
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Moon Domain
You revere the moon and its proxy, Princess Luna. You strive for mastery over the
night, dreams, emotions, secrets, change, and illusions. Clerics of the moon are often
astronomers who study the night sky, or wardens who stalk the borders of the Everfree
forest and other dangerous wilderness areas.
second bonus skill proficiency from the same list found under the Acolyte of Nature domain
feature.
Domain Spells
Cleric Level / Spells
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Righteous Zeal
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Starting at 6 level, your successful attacks renew the fighting spirit of yourself and
your allies. When you damage an opponent with an attack or a spell, you heal damage to
yourself or a friend within 60 feet equal to your Wisdom bonus.
Divine Strike
th
Starting at 8 level, you gain the ability to infuse your weapon strikes with divine
energy. Once on each of your turns when you hit a creature with a weapon attack, you can
th
cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14
level, the extra damage increases to 2d8.
Dream Warrior
Nature Domain
You revere nature itself, as embodied by Galadhon, monarch of the deerfolk.
Princess Luna champions the cause of Nature as well, seeking harmony between the
natural world and the progress of civilization.
Like druids, clerics of nature often patrol the wilderness, keeping dangerous beasts
in check while ensuring that civilized folk do not encroach to deeply or exploit nature too
greedily. They ultimately seek to encourage civilization and nature to coexist in
harmony, neither side overpowering the other.
Powers
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Domain Spells
Starting at 17th level, you can use the Maze spell once per day at no cost in spell
slots. The target becomes trapped in a dream rather than an extradimensional labyrinth;
the spells other effects remain the same.
The Hunters Mark spell becomes a cantrip for you, and you no longer require
concentration to maintain it.
When you use the Commune spell to contact Princess Luna, you can ask up to five
questions, and you are not limited to yes/no questions. Luna takes an active interest in
the lives of her people, and never turns down a chance to impart her frank, candid
wisdom.
th
Rules for the Nature domain are found in the D&D 5 Edition Players handbook. In
addition to those rules, MLP45E grants clerics of the Nature domain a second bonus skill
proficiency from the same list found under the Acolyte of Nature domain feature.
Shamanism Domain
Rather than worship a specific god, you revere the spirits of your ancestors or the
spiritual energy of the world itself. The spirits are your close, trusted friends and you can
see them wherever you go, even if others cannot. Shaman are usually prominent
members of a tribe, but sometimes they take to the road and become loaners, or are
adopted into another group.
Your connection to the spirit world allows you to summon a spirit companion to the
physical world that aids you in your endeavors. As the need arises, you can call on other
spirits for assistance, since each has its own personality and abilities.
Domain Spells
Cleric Level / Domain Spells
1 Cure Wounds, Speak with Animals
3 Animal Messenger (takes the form of an animal spirit), Locate Animals or
Plants, See Invisibility
5 Revivify, Speak With Plants (speak with spirits which inhabit the plants), Spirit
Guardians
7 Death Ward, Locate Creature
9 Commune with Nature, Mass Cure Wounds
The Moon domain represents these clerics who take an active role in the defense of
Equestria. They are vigilant watchers in the night who protect simple folk from the
monstrous denizens of the untamed wilds.
Bonus Spells
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You have an animal spirit companion chosen from this list: Bear, Boar, Cougar, Coyote,
Eagle, Lion, Monkey, Owl, Panther, Snake, Tiger, Vulture, Wolf, or Wolverine (Work with
your DM to create other spirit types, if desired). It has the following statistics:
Spirit Companion
Small or medium fey, neutral
Armor class: 13
Hit Points: 12 + 3 hp for each of your levels beyond 3rd
Speed: 30 ft.
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 3 (-4), Wis 14 (+2), Cha 10 (+0)
Traits (General):
Incorporeal Movement: The spirit can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Saves: The spirit companion adds your proficiency bonus to its Dexterity and
Wisdom saves.
Owl: Speed of 5 ft., fly speed 50 ft., darkvision 120 ft., proficient in
Perception.
Vulture: Speed 5 ft., fly speed 40 ft., proficient in Perception, Survival, can
track by scent like a 1st-level ranger.
Your spirit companion cannot be healed. When it drops to 0 hit points it disappears,
leaving behind no physical form. During a short rest you can perform a brief ritual that
restores all the spirits hit points or causes it to manifest again at full hit points. During a
long rest, you can dismiss your current companion and choose a different one.
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Spirit Companion
Spirit Boon:
Choose one of the following spirit boons. You can select a different spirit boon any
time you are allowed to choose a different spirit companion. If your companion takes
the dodge action, you lose access to the spirit boon until it is no longer dodging.
Guardian Spirit: Your spirit companion can use its reaction to take half the
damage of an attack or spell that damages a creature adjacent to it.
Harrier Spirit: Your spirit companion can use its reaction to cause an adjacent
opponent to have disadvantage on an attack roll.
Protecting Spirit: When you damage a creature with an attack or spell, your
spirit companion can use its reaction to grant temporary hit points equal to
your Constitution bonus to a creature adjacent to it.
Stalker Spirit: Your spirit companion can use the Help action.
Watcher Spirit: Your spirit companion functions as if it had the see invisibility
spell active at all times.
When you choose this domain at 1st level, you gain the druidcraft cantrip if you dont
already know it. In addition, you receive a bonus spell at level 3 and 5 as noted on the
domain spells table.
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Healing Spirit
Beginning at 6th level, your healing spells are echoed by your spirit companion.
Whenever you cast a spell of 1st level or higher that restores hit points, your spirit
companion or another creature of your choice adjacent to it regains hit points equal to 2
plus the spells level.
Beginning at 8th level, your spirit companion can use its action to make a melee
attack. Its attack modifier is equal to your Wisdom bonus plus your proficiency bonus. On a
hit, it deals damage equal to your Wisdom bonus. If you are good or neutral, the damage is
radiant. If you are evil, the damage is necrotic.
th
Acrobatics
You revere the power of Nature as an unyielding, unforgiving force. It can be both a
protector and a destroyer, depending on the circumstance. For you, winds, storms, and
lightning are a means to an end, rather than the end itself.
th
Rules for the Tempest domain are found in the D&D 5 Edition Players Handbook. In
addition to those rules, MLP45E grants clerics of the Tempest domain proficiency in the
Intimidation skill.
Anyone who falls can use their reaction to roll an Acrobatics check to reduce falling
damage. A success against DC 15 reduces the damage by 1d6, a success against DC 20
reduces damage by 2d6, and so on. If you negate all falling damage, you remain standing
where you land.
The Cartoon Physics ability Pancake Landing is an alternate method of reducing
falling damage. See Chapter 8: Cartoon Physics for details.
Animal Handling
Beast Wrangling
Trickery Domain
Similar to the Chaos domain in concept, the Trickery domain represents scoundrels,
thieves, liberators, and all those who would disrupt the status quo.
th
Rules for the Trickery domain are found in the D&D 5 Edition Players Handbook. In
addition to those rules, MLP45E grants clerics of the Trickery domain proficiency in the
Deception and Stealth skills.
War Domain
Priests of the War domain are warriors first, clergy second. They value battle prowess,
strength, and honor. Clerics of war often revere Empress Rosilda, a griffon sovereign
legendary for both her prowess in battle and her fiery temper. It's uncertain how many of
Engineering (New)
A character trained in Engineering is skilled at designing, building, testing, and
operating mechanical and artifice devices of all kinds, as well as basic architecture.
Study Device
Tempest Domain
Powers
Powers
Rules for the War domain are found in the D&D 5 Edition Players handbook.
Vicious Spirit
Powers
the deeds attributed to her are true and how many are myth. Though dead and gone for
centuries, many folk claim that she appears to those who call out for help in battle in
their direst hour of need.
War, like life, is a universal constant, and many other proxies grant access to this
domain to their followers. Both Luna and Celestia hear the prayers of war clerics, as well
as the mythical griffon warrior, Empress Rosilda, and dark king Sombra, even in his state
of undeath.
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As your action, you dismiss your current spirit companion (if present) and summon a
different spirit companion anywhere within 30 feet. It can be the same type and grant the
same boon, or you can change one or both.
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Intuition
Make an Insight check when you are stumped, at a loss for ideas, or otherwise unsure
of the best course of action to follow. The GM may choose to give you a suggestion, idea,
or hunch to follow based on your characters instinct or gut reaction.
Proficiencies
Skills: Deception, Persuasion
Tools: Clipboard
Languages: One common language
Investigation
Gossip
Use Investigation with Wisdom instead of Intelligence when trying to dig up
information on a person, place, or thing by talking to others.
Medicine
Bind Wounds
A character trained in Medicine can tend to their own wounds and those of their
friends during a short rest. Each character who spends at least one Hit Die during that rest
also recovers additional HP equal to the proficiency bonus of the character tending to the
injuries.
Sleight of Hand
Equipment: Business cards (50), clipboard, fine clothes, hourglass, ink, ink pen,
megaphone, notebook, sealing wax, signet ring, 14 gb, 5 sb
1d8
1
2
3
4
5
6
Quick Draw
A character trained in Sleight of Hand can draw and sheath one-handed weapons
freely on their turn or when they use their reaction.
7
8
1d8
1
New Backgrounds
2
3
Add these new backgrounds to the list of those available in the official rules.
Bureaucrat
You either served in public office or worked as a part of a large public or private
institution. You know how to get people motivated, and know the ins and outs of such
organizations and can quickly cut through the red tape to get access to the people or
information you need. You carry a sense of authority that is often all the grease necessary
to ensure the cooperation of others you meet.
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Insight
4
5
6
7
can also be used in place of Intelligence (Arcana) when dealing with items of artifice (see
Chapter 6: Equipment).
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1
2
3
4
5
6
7
8
1d8
1
2
3
4
5
6
7
8
Educator
Whether through extensive personal experience or formal schooling, you possess
broad general knowledge on many subjects, allowing you to serve as a primary school
teacher. You have the insight to tell what your students are struggling with, when they
need additional help, and how best to challenge students to match their abilities. You know
how to foster a trusting relationship with your students, young and old, to better get to
know them and their unique situation in life. You maintain contacts with other educators
with whom you can share experiences and techniques.
Whether you are employed in a town schoolhouse, hired privately to tutor children,
or travel from town to town to teach, people have come to know and value your
judgment, competency, and opinion. Parents take your advice on how to deal with their
children, and improve their parenting in the process. Children will often come to you
with secrets and troubles that they would not dare tell their family or friends. Many
families from all walks of life would be happy to house you for days, weeks, or even
months at a time in return for the opportunity to have you tutor their children. If you
intend to set up in a town or village, the locals can probably be persuaded to donate
their time and materials to construct a dual-purpose schoolhouse and residence for you,
as long as you can spend at least half of your time teaching (usually broken up to
account for planting and harvesting seasons).
Proficiencies
Skills: Persuasion, and one from the following list: Animal Handling, Arcana,
Engineering, History, Medicine, Nature, Performance, or Religion
Tools: One artisans tool set, herbalism kit, or musical instrument
Languages: One common or exotic language of your choice.
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1d8
Pageantry: I live for the show of politics: public debates, town festivals, fairs,
and other public events. (Any)
Equipment: Artisans tools, chalk (10 pieces), ink (black and red), ink pen, notebook,
scroll case, travelers clothes, tome (choose the subject), 10 gb.
1d8
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2
3
4
5
6
7
8
1d8
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2
3
4
5
6
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2
3
4
5
6
7
8
1d8
Many of my relatives have been teachers, and they always talk about how
enriching it was. I want to continue the family tradition.
Whenever I see something that's factually incorrect, I try to ensure that it's
corrected, even if unpopular.
My students are precious to me. I try to keep up on news of their successes
after graduation.
After my teacher helped turn my life around and steer me on the path to
success, I swore to do the same for others.
I do my best to hide the shameful past of my race, town, or country.
I'm a graduate of a prestigious academy of learning, and seek to ensure that
my actions never tarnish its reputation.
In my spare time I am writing a book which requires a great deal of research.
It will be my legacy. I carry the manuscript with me.
I never graduated, but I tell others that I did. My secret can never get out.
1
2
3
4
5
6
7
8
I like to pontificate on many topics, but I'm not really as knowledgeable about
them as I let on.
I let my opinions influence my teaching inappropriately.
I worked hard initially, but I've become jaded and lazy, doing the minimum
required to keep my job.
When confronted with contradictory evidence or opinions, I lose my temper.
I don't really believe in what I'm doing, and my apathy affects my students.
I have a well-deserved reputation for severely punishing those who make a
mockery of the classroom.
I take advantage of my position of power over my students.
I teach only because I tried other occupations and failed.
Investigator
You are good at finding the clues that others miss. You may have been a police
investigator, a private investigator, a newspaper, or maybe youre just naturally detailsoriented. You know who to talk to to find the most information about a subject, and can
weed out the lies.
1d8
1
2
3
4
5
6
7
8
1d8
1
2
3
4
5
6
7
8
Trait: Truth-Seeker
As you practice your trade, you earn a reputation for being a neutral party. While they
dont necessarily like you, people go out of their way to be on their best behavior around
you, to avoid drawing your attention. When you interview people, they will often offer you
help, suggestions, and other clues to follow up on, to curry your favor. You also know your
way around a crime scene, and the local police might allow you access if they know and
trust you. As your fame spreads, they may even come to you for assistance.
Proficiencies
1d8
1
2
3
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Civic Duty: The best way to advance society is to improve education. (Lawful)
Exemplar: I strive to live my life in a way that inspires my students. (Any)
7
8
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7
8
1d8
1
2
3
4
5
6
7
8
Physician
You have considerable knowledge of the equine body and its illnesses and afflictions.
Youre probably a generalist, although you might also specialize in a particular field. People
of all walks of life put their lives in your hooves without a second thought. While its true
that magic can work miracles when it comes to healing the body, such service is usually
hard to find, expensive, or simply unavailable, so your trade is always in heavy demand.
1d8
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2
3
4
5
6
7
8
1d8
1
2
3
4
5
6
7
8
1d8
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2
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4
5
6
7
8
1d8
1
2
I'm especially good with children, and like to tease them to help them feel
comfortable during examinations. I usually carry candy with me.
I have an eating, smoking, or drinking habit that contradicts my otherwise
healthy ways.
Life is short, and people who fail to care for their bodies infuriate me.
I completely avoid all physical vices in order to remain healthy.
I tend to talk down to people, even if they understand what I'm discussing
with them.
I'm extremely pragmatic. I don't couch the facts in discreet language. I
don't differ much between treating an animal and treating a person.
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Police Officer
You spent a number of years as a beat cop or local constable in a smaller town. Youve
experienced a lot in a short amount of time, and experienced some things you wish you
hadnt. The job has its own rewards though, and you wouldnt trade it for the world since
you know that ultimately you want to be there to help others when they need it most.
Youre likely a former cop, unless you are in active duty on a long-term or undercover
mission to track down a criminal, investigate unusual events, or even probe reports of a
corrupt member of the force. Work with the GM to determine your status, and what your
current mission is, if any.
Scientist
While others often accept what they are told, you go above and beyond to observe,
question, hypothesize, test, analyze, and draw conclusions. This can sometimes be difficult
in a world of magic that is often confusing, but you believe even magic itself is ultimately
beholden to the laws of nature.
in the name of science, but you keep reminding yourself that your work will eventually
lead to the betterment of civilization. Choose one of the specialties below. The
proficiencies and equipment received are unique to each specialty.
Arcana: Skills: Arcana, Insight; Tools: chemistry kit; Languages: any one; Equipment:
candle (10), chemistry kit, ink, ink pen, notebook, robes, tome (any arcane subject such
as a specific school of magic), 5 gb.
Astronomy: Skills: History, Investigation; Tools: navigators tools; Languages: Old
Equestrian; Equipment: common clothes, navigators tools, notebook, pencil, star chart,
13 gb, 4 sb.
Botany: Skills: Nature, Survival; Tools: climbers Kit, herbalism kit; Equipment:
climbers kit, herbalism kit, notebook, pencil, tent, travelers clothes, 9 gb, 9 sb.
Chemistry: Skills: Arcana, Nature; Tools: chemistry kit, herbalism kit; Equipment:
chemistry kit, common clothes, herbalism kit, merchants scale, notebook, pencil, 18 gb,
4 sb.
Economics: Skills: History, Investigation; Tools: abacus, gaming set; Equipment:
abacus, fine clothes, gaming set, notebook, pencil, 26 gb, 9 sb.
Engineering: Skills: Engineering, History; Tools: abacus, artisan tools; Equipment:
abacus, artisan tools (any two), fine clothes, notebook, pencil, 21 gb, 9 sb.
Geology: Skills: Investigation, Nature; Tools: chemistry kit, climbers kit; Equipment:
chemistry kit, climbers kit, miners pick, notebook, pencil, piton (10), shovel, tent, 5 gb,
4 sb.
History: Skills: History, Religion; Tools: Artisan tools (bookbinding); Languages: any
one; Equipment: artisan tools (bookbinding), notebook, pencil, robes, tome
(Understanding Medieval Equestria); 17 gb, 9 sb.
Philosophy: Skills: History, Insight; Tools: gaming set (chess) or a musical
instrument; Languages: any one; Equipment: chess set, fine clothes, musical instrument,
notebook, pencil, 23 gb, 9 sb.
Psychology: Skills: Insight, Persuasion; Tools: Clipboard; Languages: Any one;
Equipment: clipboard, fine clothes, notebook, pencil, tome (general psychology), 8 gb, 4
sb.
Sociology: Skills: History, Insight; Languages: Any two; Equipment: fine clothes,
notebook, pencil, time (general sociology), 8 gb, 9 sb.
Zoology: Skills: Animal Handling, Nature; Tools: folding chair, healers kit;
Equipment: folding chair, healers kit, hunting trap, notebook, pencil, tent, travelers
clothes, 19 gb, 9 sb.
1d8
1
2
3
4
5
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3
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1
2
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8
1d8
1
2
3
4
5
6
7
8
1d8
1
2
3
4
5
6
7
Weather Manager
You are (or were) one of the local weather management specialists for a town or
village. Your job is to ensure that the appropriate weather is delivered on schedule, and
any irregularities are dealt with. If you are in active duty, you know the local weather
schedule, and if not your predictions are quite accurate. Of course this position is only
available to pegasi, griffons, and other creatures capable of flight, as it requires the
cloudwalking ability.
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7
8
I use humor when explaining complex topics, to get others more interested in
what I have to say.
I start to get a little (ok, very) anxious when things don't go according to plan.
When I'm not actively engaged in research, you can probably find me with my
nose in a book.
Equipment: Local map, local weather schedule, map case, navigators tools,
notebook, travelers clothes, and 10gb.
1d8
1
2
3
4
5
6
7
8
1d8
1
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6
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8
1d6
1
2
3
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5
6
1d6
1
2
3
4
5
6
New Feats
Add these new feats to the list of those available in the D&D game. If you choose a
feat which grants proficiency in a skill, tool, or language in which you are already trained,
you can instead choose a different proficiency of the same type.
th
A few of these feats appear in the 5 Edition D&D rules. The version that appears
here is an update that clarifies how it should work for MLP45E.
Agile Flyer
Your friends (and opponents) have a hard time keeping up with you.
Prerequisite: Fly speed
Loop the Loop Around: When you are flying and an opponent misses you
with an attack or you successfully save against an area attack, you can use
your reaction fly up to 20 feet.
Speed Burst: When you use the Dash action while flying, the distance you
can fly is equal to your speed + 50%.
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3
4
Flexibility: As long as every place gets the right amounts of sun, wind, and
rain, the schedule doesn't really matter. (Chaotic)
Flair: I make sure to add a little of my own personal style into my work. (Any)
Lenience: If I'm schedule to start up a storm but it'll ruin somebody's day, I'll
give them some time to get their work done first. (Chaotic)
Pleasure: I like nothing better than to cook up a nice cool rain for myself after
a long (or short) day's work. (Any)
Confidence: I have absolute faith in my ability to get the job done on time,
regardless of any difficulties. (Any)
Loyalty: Everyone puts their trust in me. I can never let them down. (Good)
Fun: Just because it's work, doesn't mean it has to be boring. (Chaotic)
Angelic Demeanor
Your gentle, caring personality inspires your friends to fiercely protect you, should any
foe threaten to lay a hoof on you in anger.
Prerequisite: Charisma 13+
Fly to Your Defense: Your friends add your Charisma bonus to damage rolls
and ability or skill checks against any opponent who has harmed you in the
last 10 minutes.
Plea for Mercy: When you are hit by an attack, you can use your reaction to
call out for help. One friend within 30 feet can use their reaction to move up
to their speed and make an attack against the opponent who hit you. You
can use this ability three times. You regain all uses of this ability after
completing a long rest.
Pacifist: You have disadvantage on attack rolls against a target that hasnt
already hurt you or one of your friends within the last 10 minutes.
All-Team Organizer
Youve got the organizational skill to help make others more than the sum of their parts.
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. In
addition, you have three Tactics points which are recovered after completing a long rest.
You can spend Tactics points to perform the following actions:
34
Bison Brave
You are well-trained in your tribes ways, and are proud to continue their traditions
wherever you go and share them with whoever you meet.
Prerequisite: Buffalo
Fearless: You have advantage on saving throws against spells and abilities that
would frighten or terrify you, and on check and save attempts you make to
remove those conditions.
Counting Coup: During battle you can use a bonus action to touch an adjacent,
conscious opponent. This provokes an opportunity attack from the opponent. If
you are not hit by the attack or the opponent elects not to attack, you gain
temporary hit points equal to your level plus your Constitution bonus. Once you
have successfully used this ability, you cannot use it again until you complete a
short or long rest. Some tribes allow a warrior to add a feather to their
headdress or decoration to their clothing each time they successfully use this
ability.
Pass the Calumet: During a long rest you can smoke your ceremonial calumet
pipe, entreating the Great Wind Spirit for good fortune in the coming day. You
and each friend who shared the rest with you gains a Wind Spirits Blessing
token. These tokens can be spent at any time to add 1d4 to your d20 roll.
Unused tokens are discarded at the end of a long rest.
Burly Beast
Nobody doubts your strength ever since they saw you lift that piano by yourself.
Armed and Dangerous: The damage die of your natural attacks improves by
one step (1d4 to 1d6, 1d6 to 1d8).
Steady Pace: Your speed is not reduced by wearing heavy armor in which you
are proficient.
Bulky Biceps: Your carrying capacity, and lift, push, and pull limits are increased
by 50%.
Put Your Back Into It: You add your proficiency bonus to Strength checks made
to break, open, knock over, or move objects or creatures.
Calloused Hide
Your time in the hot sun of the plains has given you resistance to heat.
No Sweat: You have advantage on saving throws against fire effects and
Constitution saves to avoid exhaustion from hot weather.
Cartoon Physique
You have a well-developed sense of comedic timing.
Expanded Repertoire: You gain two additional cartoon physics power slots
Plan B: You can swap out your cartoon physics power slots during a short
rest rather than having to wait for a long rest.
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Hurried Orders: You can use a bonus action to allow a friend within 30 feet of
you to use their reaction to take the Attack, Dash, or Dodge action.
Timely Assistance: You can use the Help action as a bonus action.
Expert Advice: When a friend misses with an attack roll or fails at a contest
against an opponent, you can use your reaction to let your friend re-roll the
attack or check.
Shout a Warning: When an opponent hits your friend or beats them in a
contest, you can use your reaction to force the opponent to re-roll the attack or
check.
Cast-Iron Belly
You can eat just about anything without getting sick.
Prerequisite: Buffalo, Diamond Dog (any), Donkey, Dragon, Minotaur, or Pony
(Earth)
Healthy Living: You have advantage on saving throws against poison and
disease.
I Feel Fine: You have advantage on any checks or saves to remove the
Poisoned condition.
Try Some, Its Great: You can safely eat foods that would make others toss
their cookies.
Changeling Soldier
Before you were orphaned, you underwent conditioning and a special diet which
improved your physical abilities.
Prerequisite: Changeling Orphan
Your Charisma bonus increases by 1, to a maximum of 20. You gain the ability to
learn arcane magic, and are now eligible to select arcane classes and feats. Finally, you
gain two abilities: Changeling Resin and Fueled By Love
Changeling Resin: You can use your action to spit a sticky resin at a 5-foot
space within 20 feet of you. For the next 15 minutes that spot functions like
the Entangle spell (though its limited to the 5-foot space in size). The save
DC is 8 + your Constitution bonus + your proficiency bonus, and creatures
have disadvantage on saves against it. You can use this ability a total of three
times, and then cannot use it again until you complete a short rest.
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Connected Destiny
You and your friends have had a connection since before you knew each other.
When you take this feat, you designate up to 5 friends whose destinies are
intertwined with yours. Each time you spend a Hit Die to heal damage your destiny friends
also heal 1 point of damage. Each time one of your destiny friends rolls a death saving
throw, you can use your reaction to take an action.
Critter Friend
Youve never met an animal you couldnt befriend.
Prerequisite: Deerfolk (any), Pony (Any), or Zebra
Horse Whisperer: You permanently gain the effects of the Speak With Animals
spell.
A Favor to Ask: You can use the Animal Friendship and Animal Messenger
spells each once per day. When you use Animal Messenger, the animal either
uses pantomime to convey the message or delivers a letter or token you supply
it with as the message.
Diamond Dastard
You know a number of tricks unique to your race
Prerequisite: Diamond Dog (any)
Tail Club: Add your spiked, club-like tail to your list of proficient natural
weapons. It deals 1d6 bludgeoning damage. When you use your action to
attack with it, you can also make a shove attack as a bonus action against the
same target. See page 195 of the 5e D&D Players Handbook.
Sneaky Attack: When you have advantage against an opponent, your successful
attacks deal 1d4 bonus damage.
Draconic Might
Your draconic bloodline runs particularly strong.
Prerequisite: Dragon
Blood of Aurumvolis: You gain two additional Dragon Bloodline racial abilities
that you do not already have.
Tail Grab: Your tail is now long, strong, and prehensile enough to pick up and
carry an object as a part of your movement (though not enough to use it as a
weapon).
Dungeon Delver
Youve spent a great deal of time underground, dealing with hostile environments.
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Note: This feat replaces the version of the same feat found in the D&D 5 Edition
Players Handbook. It is the same, except for the addition of Darkvision.
Alert to the hidden traps and secret doors found in many dungeons, you gain the
following benefits:
You can search for traps while traveling at a normal pace, instead of only
at a slow pace.
You have Darkvision. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You cant discern
colors in darkness, only shades of gray. If you already have Darkvision, its
range increases by 60 feet.
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Fueled By Love: At the end of a rest your friends can each choose to willingly
give you one of their Hit Dice. You can either add these Hit Dice to your own
pool of Hit Dice, or convert them into power tokens. You can spend a power
token to re-roll any of your d20 rolls or damage rolls. The maximum number of
power tokens you can hold at any given time is equal to your Charisma bonus
(minimum of 1).
Earth Mastery
Earth and stone are no match for your hooves.
Prerequisite: Buffalo, Diamond Dog, Donkey or Pony (Earth)
Nimble Hooves: You ignore difficult terrain that is due to loose rocks,
boulders, or other stony ground. You are immune to the Spike Growth spell
and always recognize it for what it is.
Rock That Rock: You have advantage on attack rolls against creatures or
objects made of stone, and your attacks and spells deal 1d4 extra damage
against them. At 5th level the bonus increases to 2d4. At 10th, 3d4. At 15th,
4d4, and at 20th, 5d4.
Encouraging Song
Youve got a memorable song ready for just about every situation.
Prerequisite: Charisma 13+
You gain proficiency in the Perform skill, and in one musical instrument of your
choice.
Once per day you can use your action to begin singing a stirring song to motivate
your friends. Choose one friend within 30 feet. That friend receives one Encouragement
die, a d6. On that friends turn, they can choose to use a bonus action to join the song
and choose another friend within 30 feet to receive their own Encouragement die. That
friend, in turn, can continue the chain onwards. This chain can continue until you and all
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You OK?: You can use a bonus action to use the Help action.
OOPS! My Bad: You can use a bonus action to cause an opponent adjacent to
you to have disadvantage on their next attack roll.
Fade Away
Your innate magic allows you to disappear from view when the need arises.
Prerequisite: Deerfolk (any)
When you take damage from an attack or when you are spotted by an opponent, you
can use your reaction to become invisible. You remain invisible until the end of your next
turn or as long as you continue to concentrate, up to 1 minute. The invisibility ends
immediately if you attack or cast a spell, or if your concentration is interrupted. Once
you've used this ability, you cannot use it again until after you complete a short rest.
Friendly Face
Your ever-present smile leads most folks to thinking positively about you.
Prerequisite: Charisma 13+
With Sprinkles On Top? Whenever you roll a Charisma ability or skill check to
improve an NPCs attitude, you have advantage.
Gale Force
You can move so fast that your wake knocks others on their rumps.
Prerequisite: Griffon, Hippogriff, or Pony (Earth or Pegasus)
When you use the Disengage action on your turn you can also use the Dash
action as a bonus action. If you do so, anyone you move past may be blown
over. Until the end of your turn, you make a shove attack against every
creature that you move adjacent to (see page 195 of the D&D 5e Players
Handbook). You can suppress this ability for the turn, if you like.
You have discovered how to tap into your innate magic, and can use it to boost your
physical abilities.
Prerequisite: Griffon
Catlike Reflexes: You add 1d4 to all Strength and Dexterity checks and
saves.
Savage Pounce: When you use your Pounce ability. You have advantage on
your Strength check for the contest, and the attack deals 1d6 extra slashing
damage at 6th level, 2d6 at 11th level, and 3d6 at 16th level.
Strong Pipes: Your Ferocious Roar increases to a 20-foot cone and also deals
1d4 thunder damage (half on a successful save). The damage increases to
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2d4 at 6 level, 3d4 at 11 level, and 4d4 at 16 level. You can suppress the
damage component of the roar if you choose.
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Expert Helper
Griffon Mojo
Handy Hooves
Youve got a lot of practical, hooves-on experience living in the real world.
Highly Quotable
Youve got a snappy comeback for every situation.
Quick Witted: You draw two extra zinger cards after taking a long rest. You
must give one of them to a friend.
New Material: Once per day you can discard one of your (or a friends)
unused zinger cards and allow the holder to draw a replacement.
Kirin Heritage
Youve embraced your heritage and learned to develop your natural talents.
Prerequisite: Kirin
Your ground speed increases to 30 feet.
Select one of the following additional benefits.
Embrace the Fire (Dragon): You can select two of the dragon races Draconic
Bloodline abilities, excluding Arcane Apprentice and Robust Wings.
Embrace the Arcane (Unicorn Kirin only): You gain the Advanced Studies
unicorn pony benefit, and select two of its special abilities. If you select
Higher Education, you do not gain the ability score increase.
Embrace the Earth (Earth Kirin only): Choose one earth pony subrace:
Andalusian, Appaloosa, Arabian, Clydesdale, or Mustang. You gain the
subraces racial traits, but not its ability score increases.
Embrace the Wind (Pegasus Kirin only): Choose one pegasus subrace:
Pennate or Nocturnus. You gain the subraces racial traits, but not its ability
score increases.
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Little Buddy
Your critter friend has always got your back.
You have an animal pet that has stats equivalent to a familiar (per the Find Familiar
spell). Your pet understands your orders and you can generally understand how its feeling
or what its trying to communicate to you. The pet never provokes opportunity attacks,
opponents have disadvantage on attacks against it, it is proficient in all saves, and it has
advantage on all saving throws. If your pet drops to zero HP or fewer it is knocked
unconscious. After a short rest it recovers 1d8 HP, and you can also spend your own Hit
Dice during a short rest to heal it. After a long rest, it recovers all HP.
Your pet acts on its own initiative and follows your orders. It has its own movement,
action, and reaction. It can take the following actions: Dash, Disengage, Dodge, Help, Hide,
Search, and Use an Object (subject to DM judgment). It also has three pet action points
which you can spend to use the following abilities.
When adjacent to you or a friend, the pet can use its reaction to grant that
character a re-roll of an ability check, skill check, or saving throw, or force an
opponent to re-roll an attack roll, skill check, or ability check made against the
character
When adjacent to an opponent, the pet can use its reaction to grant you or any
of your friends a re-roll of an ability check, skill check, attack roll, or saving
throw made against that opponent, or force that opponent to re-roll an attack
roll, skill check, or ability check it makes.
Using its action, the pet can make a special trip attack against an adjacent
creature. It makes Strength (Athletics) or Dexterity (Acrobatics) check with
advantage, contested by the target's Strength (Athletics) or Dexterity
(Acrobatics) check (target's choice). If your pet wins, you either knock the
target prone or move it 5 feet in any direction.
You recover spent pet points after completing a long rest. If you have an inspiration
point, you can spend it to recover a pet action point.
Loving Devotion
You and another individual share a special connection.
You must have the agreement of another player whose character is the subject of your
loving devotion. Your character and that players character share a special relationship,
Luckbringer
Good things just seem to happen when youre around.
Prerequisite: Kirin (any)
Each time you complete a long rest, give yourself and each friend present for the
rest a Luck token. A character can spend a luck token to reroll a d20 roll they just made.
They can also spend their luck token on behalf of another friend or non-player
character. Any tokens not spent by the next long rest are discarded.
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You can pronk with grace and agility that few can match.
Prerequisite: Four legs, Dexterity 13+
Roll With It: Whenever you would be knocked prone or restrained, you can roll
a DC 15 Strength or Dexterity saving throw to avoid it.
Kip Up: You can stand up from prone at the cost of only 5 feet of your
movement.
either parent-child, sibling, best friend, romantic, or something similar. While the subject
of your devotion is below half their maximum HP or is stressed, you have a +1 bonus to
all d20 rolls. The same applies to the subject of your devotion when you are below half
your maximum HP or are stressed. If the subject of your devotion is dropped to 0 HP or
fewer or rolls a death save, you can use your reaction to take an action. Finally, during
short rests, you and the subject of your devotion can spend your own Hit Dice to heal
the other.
Magic Adept
With a little study, your magical talent has improved.
Prerequisite: Magic Initiate feat
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st
You learn a 2 -level spell and one cantrip or 1 -level spell from the spell list of the
class you selected for your Magic Initiate feat. Each spell with a level is usable once per
st
st
day. If you select a 1 -level spell and pick the same 1 -level spell as you chose with your
Magic Initiate feat, you can instead cast that spell twice per day.
Magic Expert
Your training and practice in the magical arts has paid off handsomely.
Prerequisite: Magic Adept, Magic Initiate feats
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st
nd
You learn a 3 -level spell and one cantrip, 1 -level, or 2 -level spell from the spell
list of the class you selected for your Magic Initiate feat. Each spell with a level is usable
once per day. If you pick the same spell as you chose with your Magic Initiate or Magic
Adept feat, you can instead cast that spell one additional time per day.
Magic Maestro
You are capable of many feats of magic only matched by those who dedicate their lives
fully to its study.
Prerequisite: Magic Initiate, Magic Adept, Magic Expert feats
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st
nd
rd
You learn a 4 -level spell and one cantrip, 1 -level, 2 -level, or 3 -level spell from
the list of the class you selected for your Magic Initiate feat. Each spell with a level is
usable once per day. If you pick the same spell as you chose with your Magic Initiate,
Magic Adept, or Magic Expert feat, you can instead cast that spell one additional time
per day.
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You really should have come to me sooner. You were carrying so much tension in that
shoulder. Fluttershy
During a short rest, your friends heal 2 additional HP for each Hit Die they spend, and
you automatically remove the stressed condition from them.
Each time you complete a long rest, give each friend present for the rest a Massage
token. They can spend a massage token to re-roll a Strength or Dexterity skill check, ability
check, or saving throw. Any tokens not spent by the next long rest are discarded.
Your strong wings keep you airborne even under the worst duress.
Prerequisite: Flight ability
You never lose your flight ability due to being low in HP (unless unconscious), and your
weight limit is doubled while flying (Pounds equal to 30 times your Strength score rather
than 15).
Pack Rat
You can keep a bewildering array of junk ready to use at any time.
Prerequisite: Hammerspace cartoon physics power
The weight limit of items you can stow is doubled. You can use your action to stow an
item rather than needing to do it during a rest. While you have this feat you cannot drop
hammerspace for a different cartoon physics power.
Pega-Twister
By flying in a tight circle, you can create a powerful vortex of air.
Prerequisite: Weather Mastery feat
You can use your action to create a tornado effect equivalent to the Dust Devil spell
(see chapter 5), centered on you. You are immune to its effects. The DC for creatures to
resist it is equal to 8 + your proficiency bonus + your Strength or Constitution bonus.
You must use your action each round to concentrate on maintaining it or the tornado
dissipates. Each time you do so, you can move up to half your speed and the tornado
moves with you. The maximum number of rounds you can sustain the tornado is equal to
half your Constitution score. When the effect ends (either by you failing to use your action
to concentrate on the tornado or by hitting the maximum duration), you cannot create
another tornado until you complete a short rest.
If you are level 10 or higher, you can instead use the 5th-level spell slot version of Dust
Devil.
Plant Mastery
The forest and plains bend to your will.
Prerequisite: Deerfolk (any), Pony (Earth), or Zebra
Nimble Hooves: You ignore difficult terrain that is due to trees, underbrush, or
other vegetation. You are immune to the Spike Growth spell and always
recognize it for what it is.
Rodeo Champ
You know just the trick to get things to move the way you want them to. Having a red
cape or lasso doesnt hurt.
Prerequisite: Donkey or Pony (Earth)
Square Dance: When an opponent misses you with a melee attack, you have
advantage on your next attack against it. You can also use your reaction to
trade places with it and then move 10 feet, if desired.
Provocar el Toro: When you hit an opponent up to one size larger than you
with a melee attack, you can move it anywhere else adjacent to you.
Lasso Proficiency: You are proficient with the lasso, and you can use one to
restrain an opponent. Make a dexterity attack (with proficiency) against the
targets AC. On a hit, an opponent up to one size larger than you must make
a Dexterity save against a DC equal to 8 + your Dexterity bonus + your
proficiency bonus. If it fails the save it is restrained. It can use its action to
attempt a Strength or Dexterity save against the same DC, escaping on a
success.
Scaly Dragonhide
As you grow older, your scales have grown thick and tough, protecting you like armor.
Prerequisite: Dragon or Kirin
Your armor class is equal to 13 + your Dexterity modifier. If you wear manufactured
armor, your armor class is is equal to what the armor would normally grant, +1.
You also gain the Draconic Bloodline benefit Tough Scales. If you already have that
benefit, the damage reduction improves from 1 point to 2 points.
Mighty Flyer
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Massage Therapist
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Shaggy Hide
The frigid winter doesnt bother you much at all.
Prerequisite: Buffalo, Deerfolk (any), Diamond Dog, Donkey, or Pony (Earth)
You have advantage on saving throws against cold effects and Constitution
saves to avoid exhaustion from cold weather.
Shake It Off
A strong will lets you shrug off harmful effects when you really need it.
Prerequisite: Diamond Dog, Dragon, Hippogriff, Minotaur, Pony (Earth), Zebra
Sophisticated Socialite
Youre the type of pony everypony should know.
Spellbound Marksmanship
Youve learned how to imbue your magic into ammunition.
Prerequisite: Able to cast 1st-level spells, proficiency with a ranged weapon.
As an action, you can imbue a spell of 1st-level or higher into an arrow, blowgun
needle, sling bullet, or crossbow bolt you are holding. You cast the spell as normal, but
the spell effect does not occur until after the missile is used in an attack. You can only
imbue a spell that affects one creature or a spell that has an area such as a sphere,
cloud, or cylinder. The missile holds the spell effect until the end of your next long rest
or until it is used in an attack that hits.
If the spell targets a single creature, the next time the imbued missile hits a
creature with an attack, the attack deals damage as normal, and then you resolve the
spells effect against the target.
If the spell targets an area, the creature does not need to be hit for the spell to take
effect. Instead, you resolve the spells effect from the space or creature you targeted. If
the missile hits a creature, damage is dealt as normal.
The spell vanishes from the missile when the spell effect is resolved or when the
missile is destroyed. If anyone but you fires the missile, the spell does not activate. If the
imbued spell has a duration that requires concentration, you must concentrate on it as
normal.
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You cant stand to see harm come to your friends, and would gladly put yourself in the line
of fire to prevent it.
You have three Loyalty points which are recovered after completing a long rest. You
can spend Loyalty points to perform the following actions:
Body Shield: When a friend within 10 feet takes damage from an attack or
spell, you can use your reaction to spend a Loyalty point. You move adjacent to
that friend and take the damage (and any other effects) instead of them.
Persevere: When an effect would incapacitate you, you can spend a Loyalty
point to gain advantage on any save or check needed to resist or remove it.
Stay on Your Hooves: When you take damage that would reduce you to 0 HP or
fewer, you can use your reaction to spend a Loyalty point and reduce the
damage by half.
Sweet-Talker
Youve got a keen sense of when someone might be attracted to you, either romantically
or as a potential BFF.
Prerequisite: Charisma 13+
Your Charisma score increases by 1, to a maximum of 20. You have advantage on
Charisma ability checks, and Deception, Insight, and Persuasion checks made against
someone who might be susceptible to your wiles. Its up to the GM to determine for
each NPC whether they are affected. Alternately, the GM can allow you to roll on the
table below. Note that if the subject later feels theyve been used, you might make an
enemy.
d10 Result
1 Rejection: You now have disadvantage on all these rolls instead of advantage.
2-5 Neutral: Your charms dont get you anywhere.
6-9 Receptive: The subject wants to be friends; you gain the benefits of the feat.
10 Smitten: As above, plus the subject is infatuated with you and wants to be
your special somepony.
Selfless Protector
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Magic Trick: You can make Dexterity checks to disarm traps and open locks
and Sleight of Hand checks on targets up to 10 feet away from you.
Disappearing Act: You can attempt to hide even when you are obscured only
by a creature that is one size larger than you.
Telekinesis Mastery
True of Heart
Your noble spirit protects you from the ravages of dark magic and aligns you with the
purity of the light.
Prerequisite: Charisma 13+
Preserving Light: When you take necrotic or radiant damage, reduce the
amount by your Constitution bonus or 2 (whichever is higher).
Shine On: Whenever an effect would reduce your maximum HP, the amount
it is reduced is halved.
Divine Favor: You can choose to add 1d4 to a saving throw. When you do so,
you cant use this ability again until you complete a short rest.
You. Here. Now: As a bonus action, you can move any medium or smaller
creature within 10 feet of you to any other place within 10 feet of you. If the
creature resists, contest your Strength (with advantage) against their Strength or
Dexterity (their choice). If they win, they stay put.
You Get The Horns: When you hit with show them that you rock, you can move
the target 10 feet.
Home Remodeling Expert: Your physical attacks against inanimate objects deal
extra damage equal to your weapons damage die.
Tree Whisperer
Ya know shes not a tree, right? Shes not a tree, Dashie! Id like to be a tree.
Twilight Sparkle, Pinkie Pie, Fluttershy
Prerequisite: Pony (Earth) or Deer (any), Proficient in Nature skill
Expert Gardener: You have advantage on any ability or skill check made
involving trees or other plants.
Im Not Crazy, I Just Talk to Plants: Once per day, you can use an effect similar
to the Speak with Animals spell to speak with trees and other plants.
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Trickster Nonpareil
Un-Common Sense
Sometimes you wonder how others make it through life not realizing the things that are
obvious to you.
Virtuoso
Actually I can play the lyre, harp, psaltery, harpsichord, piano, guitar, violin, banjo,
mandolin, hammer dulcimer, and hurdy-gurdy, but my favorite instrument is the lute.
Lyra Heartstrings
Multifaceted: You gain proficiency in the Perform skill and a number of musical
instruments equal to your Intelligence score.
Volunteer Militia
The royal guard and Wonderbolts cant be everywhere at once. Many towns and villages
have their own volunteer militia ready to assemble when a threat appears.
Static Shock: You learn the Shocking Grasp cantrip. The save DC is 8 + your
proficiency bonus + your ability modifier of choice. Its typically delivered by
bucking with your rear hooves.
Buck Lightning: When you take lightning damage from a ranged or area attack,
you can use your reaction to buck the lightning, redirecting it against a target of
your choice within 25 feet, and you take no damage. The spell affects its other
targets normally.
41
War Paint
Your tribes traditions include application of war paint prior to battle, boosting your resolve
and will to fight.
Prerequisite: Buffalo, Deerfolk (any), Pony (Earth or Pegasus), or Zebra
Prepare For Battle: At the end of a short or long rest you can apply war paint to
yourself and any of your friends. Each participating character spends one Hit Die
and receives temporary hit points equal to the die roll result or your Charisma
bonus (whichever is higher).
Battle Frenzy: Once per day you can use a bonus action to enter a battle frenzy.
For the next five rounds you gain temporary hit points equal to your Constitution
bonus at the start of your turn, and you cannot be frightened or terrified.
Fire, Fog Cloud, Goodberry, Gust of Wind, Healing Word, Purify Food and Drink,
or Speak with Animals.
Not-So-Evil Brew: During a rest you can spend one of your Ancestral Guidance
dice to create a magic brew at no material cost as long as you have access to a
spell component pouch or an outdoor location or natural subterranean cave
where you can gather ingredients. You can create acid, alchemists fire,
antitoxin, holy water, or a potion of healing. The item loses its power if it is not
used within 12 hours.
I Suppose You Could Call it a Curse: In addition to their other uses, you can
use your reaction to assign one of your Ancestral Guidance dice to an
opponents d20 roll if theyre no more than 2 levels higher than you.
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Weather Mastery
Well-Read
Im not an egghead, Im well-read! Twilight Sparkle
You gain proficiency in the History skill or in any two tools or languages.
Applied Knowledge: Three times per day you can add your proficiency bonus
when you use a skill or tool in which you are not proficient, or when attempting
an ability check to which no skill or tool applies.
Witch Doctor
Everywhere you look, you see the spirits guiding you onward. You converse with them as
easily as you would with the living.
Prerequisite: Zebra
Channel the Spirits: Once per day, you can spend one of your Ancestral Guidance
dice to cast one of the following spells as a first-level spell: Animal Friendship,
Create Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie
Youve learned a number of tricks to help you in your duties as a weather manager.
Prerequisite: Pony (Pegasus), Griffon, or Hippogriff.
Cold Shmold: You have advantage on saving throws against cold effects and
Constitution saves to avoid exhaustion from cold weather.
Windy Wings: You can use your action to create an effect equivalent to the
Gust of Wind spell. Its save DC is equal to 8 + your Strength or Constitution
bonus + your proficiency bonus.
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If your character is a member of a race which has a cutie mark, you can select any one
of these talents instead of the default cutie mark ability. Many of them are magical in
nature, similar to the abilities some of the mane 6 have (Fluttershys ability to speak with
animals, Rainbow Dashs super speed, Twilights magical aptitude). Abilities that are only
usable once per day recharge when you take a long rest.
own Hit Dice to heal your friends. If you roll a 1 or a 2 on any of your Hit Dice that
are used to heal your friends, re-roll that die.
Sensible: Increase your Wisdom by 1, to a maximum of 20.
Skillful: Gain proficiency in two skills, tools, or languages of your choice.
Smart: Increase your Intelligence by 1, to a maximum of 20.
Speedy: Increase your walk and fly (if applicable) speed by 5, and you receive a +2
bonus to Initiative.
Sprinter: When you use the Dash action, you move 50% faster than normal.
When you use the Disengage action, you can also move half your speed.
Strong: Increase your Strength by 1, to a maximum of 20.
Supernaturally Sensitive: You can use your action to manifest an ability
equivalent to either Detect Evil and Good, or Detect Magic. Once used, you
cannot use this ability again until you complete a long rest.
Thick Hide: Your hide is thick enough that you have a base armor class of 12
instead of 10. You gain no benefit from wearing armor unless it provides a base
armor class of 13 or higher.
Tough as Nails: When you spend your Hit Dice to heal, re-roll any dice that are
below average.
Workhorse: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift, push, and pull limits are increased
by 50%..
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Common Languages
Bovine (verbal, written, Bison script): The buffalo and cows speak this language,
which is intentionally slow-paced. Most younger members of these races also speak
Equestrian.
Canine (verbal, written, Jotun runes): The language of the diamond dogs is harsh and
guttural, with lots of barks, growls, and whimpers. Its written form is very simplistic. It is
theorized to be a radical evolution of Jotun.
Cervine: (verbal, written, Sylvan script): The ancient language of the deerfolk has
changed little in the last 2,000 years. Like Old Equestrian, it is descended from Sylvan.
Draconic (verbal, written, Draconic script): The elder language of dragons was the
source of many of the words for the concepts of arcane magic borrowed by the original
speakers of Sylvan, and its child languages Cervine and Old Equestrian. Like Sylvan,
Draconic dates back thousands of years into pre-history.
Equestrian (verbal, written, Equestrian script): The native language of ponies has
become the common tongue of Equestria, and is spoken by most intelligent creatures.
There are many different regional variations with their own accents, but they are not
severe enough to hinder communication between speakers.
Equestrian Sign Language (visual): This language was created to assist the deaf. It
consists of numerous body, hoof, tail, and facial gestures used to convey entire words and
letters and is based on Equestrian Common. Due to the limits of hoof dexterity, generally
only simple ideas can be conveyed, but individual letters of complex words can be tapped
out on the ground with hooves, though it is a bit more time-consuming.
French (verbal, written, Equestrian script): Sacr bleu! Spoken by some of the pony
natives of Vanhoover and the distant kingdom of France. Also known as Fancy. It
developed from Old Equestrian in parallel with modern Equestrian and Griff.
Griff (verbal, written, Equestrian script): The native language of griffons sprung from
Old Equestrian in the distant past. Speakers of Griff can communicate simple ideas with
speakers of Equestrian, but anything more complicated would require an interpreter. Many
griffons and hippogriffs living in Equestria learn Equestrian in school and pick up Griff from
their family members. Most younger ponies know a few words of Griff, as well.
Horse Code: Used by telegraph operators to convey messages over wire using magical
telegraph keys. A proficient operator can send about 20 words per minute. It can also be
transmitted using a variety of other media, such as by tapping on an object to make noise,
or using a lantern or flashlight.
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In the show, everyone speaks the same language. To make things more interesting,
MLP45Es language list looks more like the traditional D&D language list.
At minimum, your character knows the languages provided by your race, class, and
background. You also know a number of additional bonus languages equal to your starting
Intelligence bonus. These bonus languages are normally chosen from the Standard
Languages list, but the GM may allow you to select certain exotic languages if they fit your
characters backstory.
Exotic Languages
Arabic (verbal, written, Arabic script): Spoken by the Arabians of Saddle Arabia,
completely different from Equestrian.
Changeling Pheromones (olfactory): Changelings can alter their scent to convey
different emotions or concepts. Only other changelings and diamond dogs have noses
sensitive enough to understand this language.
Deep Speech (verbal, written, Deep Speech script): This bizarre, alien language is
spoken by otherworldly monsters that live underground, and is extremely difficult to find
even an opportunity to learn it.
Druidic (verbal, written): The secret language of druids is known by all druids,
regardless of species. They refuse to teach it to non-druids.
Smoke Signs (visual): By building a campfire, buffalo can communicate simple ideas
to others who recognize the signs from miles away. They vary the color of the smoke by
tossing different powders into the fire, each color signaling a different emotion. All
buffalo are taught this language from a young age.
Tail Signs (visual): Deerfolk rangers and druids developed their own simple sign
language that involves tilting their tails and ears. They can silently communicate basic
ideas to anyone within sight range who knows the language. Anyone can learn to read it,
but races without external ears such as griffons, hippogriffs, and dragons cant
effectively send messages using it.
Thieves Cant (verbal, written): This secret code language allows those of less
savory reputations to hide messages in what seems like innocent conversation. In
addition, it includes a set of secret symbols used to convey short messages. Its only
taught to those deemed trustworthy enough to learn it.
Zebraharan (verbal, written, Zebraharan script): The zebras have their own
musical, rhyming language which is difficult for non-natives to learn. Would-be speakers
need to spend a few months with a native speaker to do so.
Languages of Equestria
Jotun (verbal, written, Jotun runes): The language of ogres, giants, trolls, and other
similar creatures.
Old Equestrian (verbal, written, Equestrian script): An archaic form of Equestrian,
spoken by some older dragons and frequently used in religious and historical texts and
some modern academic publications. There are no large populations still speaking this
language exclusively, as it predates even the Crystal Empires heyday. Like Cervine and
Griff, it is a child language of Sylvan. Someone who speaks Griff, Sylvan or Equestrian can
understand about 50% of something written or spoken in Old Equestrian.
Sylvan (verbal, written, Sylvan script): The language of fey folk such as breezies,
dryads, and other creatures of the faerie world, Sylvan is the parent language of both
Cervine and Old Equestrian. Like Draconic, Sylvan dates back thousands of years.
Undercommon (verbal, written, Jotun script): This language is the common trade
tongue of those races who live underground, similar to Equestrians use above ground.
Most minotaurs, diamond dogs, and changelings who deal with other races learn it
eventually.
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The rules dedicate a lot of space to determine what your character is good at, but
what about those neutral or negative traits? Consider giving your character one or more of
these quirks. Some are just interesting flavor, others are personality flaws. They have no
mechanical benefit or hindrance, but they do make your character more interesting and
memorable. They also give you a default behavior or talking point to fall back on, and
possibly one or more goals to achieve.
More serious disabilities like blindness, deafness, partial paralysis, missing limbs, and
the like, while certainly possible, make it harder to be an adventurer. Unlike the hooks
below, they would need to impart some sort of mechanical effect to have any meaning. If
you wish to play a character with such a disability, work with the GM to determine its game
effects, and how your character is stronger in other areas to compensate for it. Its also
certainly possible, in a world of magic and technology, to have working artificial limbs like
Edward Elric, Lan Fan, Luke Skywalker, or Jet Black. See the Artificial Limb quirk.
One thing to remember when you start using your character quirks is not to be
obnoxious about them. Its great to occasionally bring one up, especially when the scene
calls for it, but continually mentioning your quirks in every situation or conversation will get
old fast for the other players.
Adventurous: Youll try anything once. You live by the motto That which does not kill
me makes me stronger. You want to go out and experience everything you can, even if it
does eventually kill you. And when it does, hopefully at least the bards will write a good
song about it.
Albino: Albinism has rendered all your hair white, and your skin a bright pink that
burns easily, forcing you to dress in dark clothing. Most folks wont give it a second thought
after they meet you, but some primitives might treat you like a god or a demon.
Artificial Limb: Due to some unfortunate circumstances, you lost a limb. You have
managed to acquire a replacement made from metal and wood, powered by magic. See the
GM for approval before taking this quirk.
Bad Breath: You need to see a dentist more often. You probably dont even own a
toothbrush, do you?
Bad Hygiene: You need to take a bath more often.
Bad Eyesight: So youve got glasses. Maybe youre completely blind without them, or
maybe things look a little fuzzy. Protip: always keep a backup pair stashed in your
hammerspace.
Bald: Maybe you lost it in an accident, maybe its genetic, maybe youve got
Clydesdale fur blight, or maybe you had the Equestrian equivalent of chemotherapy. Its
nothing to be ashamed of, but you may not see it that way.
Bigoted: You and your kin are all that matters to you, and everyone else is
unimportant, as far as youre concerned. Maybe you are disgusted by lowly farm folk.
Maybe you cant stand those prissy city folks. Maybe you think mules are ugly, or that all
dragons are dangerous, greedy monsters, or that griffons ought to move back to their own
kingdom. It makes for a great story when someone youre bigoted against turns around and
helps you out, so this is a good flaw to work on improving through adventuring.
Character Quirks
Catch Phrase: Youve got that old expression you like to use, and everyones heard
it. Maybe youll get bored of it eventually, maybe not.
Cocky: When others ask you to be careful, you roll your eyes, having total faith in
your competence. You may be reckless, at times even to the point of putting your
friends in harms way. If you do get bested or shown to be wrong, you might become
sullen or even angry.
Competitive: You turn everything into a game or contest. Sometimes this can be
fun for your friends, other times its exasperating to them, even if you dont see the
problem yourself.
Control Freak: You have a strong need to be aware of every possible variable in the
situation at hand, so you can take them into account when you formulate your plan of
action. If something unexpected comes up, everything falls apart and youre at a loss for
how to handle it. You might brush off the advice of others, putting full faith in your own
vision of reality.
Corruptible: You have a thing for bad behavior. Maybe youre a petty thief, a
pickpocket, or you might look the other way when someone needs help (unless they can
pay for it). If youre in a position of power, you might take bribes or kickbacks to ensure
your cooperation or compliance.
Cowardly: You try to keep to the shadows, wanting no part of the limelight. In
combat, you might let others do the fighting if you can get away with it. Being put on the
spot is terrifying and you might start to panic. You might even lack confidence in your
own abilities. You tend to let others think for you, and just go along with what everyone
else is doing.
Excitable: You tend to get a bit dramatic over the smallest things sometimes. If
Equestrian isnt your native language, you might drift into that language when riled up,
confusing or amusing people around you.
Famous Relative: So maybe your sibling, cousin, parent, or grandparent is a famous
music star, politician, soldier, business person, or explorer. Youd just like to make a
name for yourself, and get out from under their shadow.
Funny Voice: Maybe your voice is extra high, or extra low, or grates on the ear.
Maybe your voice is normal but you cant carry a tune in a bucket. Good or bad, it sure
makes people remember you.
Glutton: You consume in excess. This may not be about food, either. Maybe you
splurge on exotic spa treatments, the latest fashions, or expensive jewelry. Perhaps you
like to get blind drunk a few nights a week. While others might gasp at your
extravagance, many of them are secretly jealous or disgusted by your behavior.
Ignorant: You may lack knowledge, but you dont let that stop you when it comes to
making a decision or making your opinion known. On the other hand, you might keep
such thoughts to yourself, as you know some of your ideas would likely be pretty
unpopular. This manifests as a low Intelligence score.
Illiterate: For whatever reason, you never had the chance to learn to read and
write. Or you did have the chance and squandered it. You try to hide it as best you can
but eventually people find out.
Impatient: Time is precious, especially your time. You have little desire to wait
around for someone whos taking their time, and may become annoyed or even upset if
someone isnt moving as quickly as you think they should be. This may lead you to take
action on your own when you think youre not getting anywhere with negotiation.
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Phobia: Whether its heights, enclosed spaces, crowds, open spaces, spiders,
bunnies, or something else, you have an irrational fear of it. When confronted by it you
start to sweat at best, or run screaming in terror at worst.
Procrastinator: Why do now what you can put off for another day when theres
important napping to be done? Sure, you were going to buy more healing potions, but
eventually forgot about it.
Quiet: Why use a dozen words when one will suffice? Some might think you lack
intelligence, but you just dont see the point of wasting time gabbing.
Rude: This is the definition of having a low Charisma score. Although you may treat
your friends well enough, you tend to be disrespectful to strangers. You probably dont
even realize it, however, and blame any poor treatment you receive on others.
Sarcastic: Maybe youre a decent person, but you tend to be jaded and pessimistic,
which can manifest as frequent use of sarcasm. You might not think anything of it, but
others might be turned off by it.
Scars: You have numerous scars from past fights, or perhaps ritual scarring from
your primitive tribe. Regardless of how it happened, some folks will find they make you
more interesting, while others might be turned off.
Scatterbrained: You have a hard time concentrating on the task at hand, and get
distracted easily (especially by butterflies and balloons). This can be frustrating for your
friends when they leave you in charge of guard duty and return to find you playing tictac-toe with your imaginary friend.
Speaks in Third Person: You always refer to yourself by your name, and never use
the personal pronouns I or me. In extreme cases, you might even use grandiose
adjectives to describe yourself.
Stubborn: You hate change. You wish that things could always stay the same. New
things frighten and confuse you, though youd never admit it. This may manifest as a
dislike of strangers, a refusal to change plans, or ignoring the advice of others.
Suspicious: Youve been burned before, and you have a hard time trusting others
since it hurt so much the last time you did. You probably have a hard time making
friends, and youre always on guard in case one of those so-called friends eventually
betrays you.
Unjust Reputation: Perhaps youre a member of a family known to be cruel or
miserly. Maybe your sibling or parent is in jail for awful crimes. Or you were acquitted
for a crime (whether guilty or innocent). Whatever the situation, folks treat you poorly
and youve got to prove that youre not who everyone thinks you are.
Vain: You like to make sure youre the center of attention. The things youre doing
are obviously more interesting than what anyone else has to say, so you would rather
spend time talking about your interests, how your day went, and what you would like to
do than listen to someone else. If somebody steals your thunder, you may become
jealous or even angry.
Windbag: When you get started talking on a subject, it can be hard to get you to
stop. Others might think you just like hearing the sound of your own voice, but you just
have a hard time telling when others are starting to get bored.
Vulgar: Youre rude, crude, and make no apologies. In some places this may be seen
as a virtue, but most normal folks, while they may treat you with courtesy and respect,
think poorly of your behavior.
Indecisive: You have a hard time making a decision on your own, so youre constantly
asking others their opinion.
Irreverent: You dont really know when to turn off the fun and put on your serious
face. This could be a real problem when the police notice you milling around suspiciously at
night, or when the princess introduces you to the ambassador to Griffonia.
Kitchen Nightmare: Somehow you could manage to ruin a plain lettuce salad. Your
friends know better than to trust you with KP duty.
Klutz: You tend to run into walls, fences, other people. You trip over your own hooves,
or tail. This is usually more entertaining when youre carrying a cake or a stack of dinner
plates around.
Limp: An old wound or other physical problem gives you noticeable limp. You could
simulate this by reducing your speed by 5 feet or never using the hustle action. Most
people will be respectful or even offer to help you along. Perhaps you accept their help
graciously, or perhaps you angrily brush them off?
Lazy Eye: You cant really help it but sometimes one of your eyes just likes to wander
in the wrong direction. A few blinks usually gets it back in line, but its enough to catch
people off-guard.
Loose Cannon: You are blunt. You tend to act or speak before thinking. Maybe you
impulsively push the big red button. Maybe you blurt out your disgust at your meal right in
front of the friend who just did their best to prepare it. Once youre committed, youre allin, so it might take your friends a lot of effort to get you to back down.
Moody: Your mood might change from day to day or even hour by hour. There may
not even be a good reason for it.
Naive: Maybe you grew up living a sheltered life, or youre just too trusting of people.
You have a hard time determining when someones trying to take advantage of you. This
would manifest as a low Wisdom score.
Neat Freak: You cant stand the thought of getting dirty, or being disorganized.
Celestia forbid that it actually happens.
Oblivious: Sometimes you just dont get it. You have a hard time telling when
someone needs a heart-to-heart and when they just want to be left alone. Maybe youre a
prankster who takes things too far and, even though you may not intend to hurt someones
feelings, it happens regardless.
Obsessive: Perhaps you collect small human figurines. Maybe you try to convert
everyone you meet to the Church of Universal Discordianism. Maybe you really, really,
really love grape jelly. Regardless, normal people might find you a little odd, though theyre
probably not actively hostile to you.
One Eye: Maybe you wear an eye patch or glass eye, or maybe you just walk around
with a scarred-over eye socket. Regardless of how it happened, it might make some people
nervous or uncomfortable. You could simulate this in-game with a low Dexterity (lack of
depth perception) or Charisma (turns others off). Of course in some circles, such a disability
might be seen as a sign of bravery and strength.
Overweight: You have an eating problem (or maybe its glandular?). Although you
dont have any in-game effects, this could be represented by low Dexterity and
Constitution scores. You get tired faster, dont have as many hit points, and are clumsy. You
could simulate this by never taking the hustle action, as well.
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Bard Spells
Cantrips: Apprentices Telekinesis, Eldritch Blast
Level 1 Spells: Apprentices Teleport, Cause Fear, Dowsing, Telekinesis, Water Walk
Level 2 Spells: Cloud Walk, Come to Life, Storm Cloud
Level 3 Spells: Share Memories
Cleric Spells
Level 1 Spells: Cause Fear, Dowsing, Water Walk
Level 2 Spells: Cloud Walk
Level 3 Spells: Share Memories
Level 4 Spells: Air Walk
Level 6 Spells: Globe Trotter
Druid Spells
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Dust Devil, Storm Cloud
Level 3 Spells: Growth Spurt, Lesser Passwall
Level 4 Spells: Gossamer Wings
Paladin Spells
Level 3 Spells: Share Memories
Ranger Spells
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Dust Devil, Storm Cloud
Level 3 Spells: Growth Spurt
Wizard Spells
Cantrips: Apprentices Telekinesis, Eldritch Blast, Mending
Level 1 Spells: Apprentices Conjuration, Apprentices Teleport, Cause Fear,
Chameleon Cloak, Dowsing, Instant Makeover, Telekinesis, Water Walk
Level 2 Spells: Cloud Walk, Come to Life, Dust Devil, Storm Cloud
Level 3 Spells: Down Is Up, Growth Spurt, Lesser Passwall, Share Memories
Level 4 Spells: Air Walk, Gossamer Wings, Reverse Gravity, Wondrous Transformation
Level 6 Spells: Globe Trotter
Air Walk*
Creatures on which this spell is cast can gallop through the air as effortlessly as a
pegasus flies.
th
4 -level transmutation
Casting Time: 1 action
Rane: Touch
Duration: Concentration, up to 1 hour
Choose a willing creature within range. Until the spell ends, the target can tread on
air as if walking on solid ground at double its walking speed. The target can move
upward or downward at a 45 degree angle at half its speed. Treat strong winds (twenty
miles per hour or more) as difficult terrain.
If the spell ends while the target is airborne, it falls if this spell is the only thing
keeping it aloft.
th
At Higher Levels: When you cast this spell using a slot of 5 level or higher, you can
th
add one target for each level above 4 .
th
*Adapted from 5 edition playtest rules
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Add the following spells to the D&D Next playtest spell list.
Apprentices Conjuration
You conjure a simple object out of thin air.
1st-level conjuration
Casting Time: 1 action
Range: 50 feet
Duration: 1 hour
You conjure a non-magical item worth up to 1 gb. The item is generic (a torch or a
hat, for instance), not a specific item (the key to a particular chest). The item disappears
after 1 hour. Because the item looks too perfect in appearance, those viewing the
object can notice its conjured by succeeding on a DC 12 Arcana or Perception check.
At Higher Levels: When you use a spell slot of 2nd-level or higher to cast this spell,
the items value can be up to 10 gb and the duration increases to 4 hours. 4th-level: 50
gb, 12 hours. 5th-level: 100 gb, 24 hours.
Apprentices Telekinesis
You can lift objects and even other creatures into the air and move them around.
This simple version of Telekinesis is one of the first spells most unicorns learn, although
advanced versions are more difficult to master. Sweeping with brooms, pulling aside
curtains, gathering up scattered books, and opening or closing doors and windows are
typical uses of this spell.
Transmutation cantrip
Note: This spell supersedes the Mage Hand cantrip found in the D&D 5e Player's
Handbook, in an attempt to mimic MLP's unicorn levitation magic as closely as possible.
Any creature with Mage Hand should instead use this cantrip.
Casting Time: 1 action
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Apprentices Teleport
You disappear and reappear a short distance away. Twilight Sparkle is a master of this
st
difficult spell, having used the wizard class feature Spell Mastery to let her use its 1 -level
nd
and 2 -level versions without using a spell slot.
1st-level conjuration
Note: This spell supersedes the Dimension Door spell found in the D&D 5e Player's
Handbook, in an attempt to mimic MLP's unicorn teleportation magic as closely as possible.
Any creature with Dimension Door should instead use this spell.
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You teleport yourself or an unattended object from your current location to any other
spot within range that you can see. You can bring along objects as long as their weight
doesnt exceed your carry limit. If you are prone and you use this spell on yourself, you can
choose to appear at your destination standing.
At Higher Levels:
2nd-level or higher slot: Range increases to 50 feet, and you can bring along one
adjacent willing creature of your size or smaller. You can also attempt to teleport an
unwilling creature within range up to 50 feet. The target gets a Wisdom saving throw with
advantage to avoid being teleported.
3rd-level or higher slot: Range increases to 200 feet, and you can bring along a
creature up to one size larger than you. Unwilling creatures still can only be teleported 50
feet. You can bring along a second willing creature, but you take 3d6 psychic damage which
cannot be reduced in any way.
4th-level or higher slot: Treat as the D&D Next Dimension Door spell, with these
additions: You can teleport unwilling creatures as above, or you can bring along additional
willing creatures. Each additional creature beyond the first causes you to take 3d6 psychic
damage which cannot be reduced in any way.
Chameleon Cloak
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Cause Fear*
Your body and equipment change color to blend in with your surroundings.
1st-level illusion
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Touch a willing creature. The creatures body and clothing take on the coloration of
their surroundings, aiding in their attempts to hide. The creature receives a +5 bonus to
Dexterity (Stealth) checks, and does not need cover or concealment to hide.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,
you can affect up to 5 targets and the Dexterity (Stealth) bonus increases to +7. If you
use a 5th level or higher spell slot, you can affect up to 10 targets and the Dexterity
(Stealth) bonus increases to +10.
Cloud Walk
This spell lets unicorns, earth ponies, and other ground-dwellers to walk on clouds
like pegasi and other flying creatures.. Twilight Sparkle used this spell to enable herself
and her friends to attend the Best Young Flyers competition in Cloudsdale in the episode
Sonic Rainboom to cheer for Rainbow Dash.
2nd-level transmutation (Ritual)
Casting Time: 1 action
Range: Self
Duration: Concentration (up to 1 hour)
Until the spell ends, you gain the cloudwalking ability of pegasi: you can move
across clouds as if they were solid ground. If you are inside a cloud when you cast this
spell it carries you to the top at a rate of 10 feet per second (60 feet per round).
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, it
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
creatures within 25 feet of you.
Optional Material Component: If you spend magic dust worth 25 bits for each
creature affected, the duration increases to 24 hours.
Range: 25 feet
Duration: Concentration
You can telekinetically lift and manipulate unattended objects within a 10-foot sphere
with a combined weight of 10 pounds or less, or push/pull an object with the equivalent of
10 pounds of force. Each round on your turn you can choose to either continue
manipulating the same object(s) or switch to different object(s) within range as a part of
your action. Objects you are lifting automatically move along with you relative to your
position unless you use your action to reposition them (move closer or further away). You
do not have fine motor control over the objects.
While concentrating on this spell you can use your action to perform the following:
Snatch away a worn or held object if you succeed on a contest of your magic
ability (with disadvantage) against the targets Strength.
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Down is Up
Twilight used this handy spell to let herself and Spike quickly ascend to the top of the
Crystal Empires palace spire in The Crystal Empire.
3rd-level transmutation
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Trixie and Twilight Sparkle are both familiar with this spell, which causes an object to
animate, moving around on command. Use this spell with care or you can lose control of it.
Trixie lassoed Applejack with her own rope in Boast Busters, and Twilight bit off a bit more
than she could chew animating one of Ponyvilles snow plows in Winter Wrap Up.
2nd-level transmutation
Note: This spell performs a similar function to the Animate Object spell in the D&D 5e
Player's Handbook. The difference is, this spell is much lower in level, but the objects
animated with this spell have weaker game statistics and have a chance of going berserk.
Casting Time: 1 action
Range: 10 feet
Duration: 1 hour
A small-sized object within range becomes animated under your control. It gains the
stats of a common skeleton. If it doesnt have legs, wheels, or another means of
movement, it gains a fly speed of 30 feet. Its melee attack is typically slamming into its
target. As part of your action, you can mentally command your animated objects within 50
feet of you. Roll a DC 10 Charisma check. On a failure, the object goes berserk and acts
randomly according to the table below. You can attempt to re-assert control after one
minute. On a success, you decide what action the object will take and where it will move,
or you can issue a general command such as to guard a particular chamber or corridor. You
can also order it to act on its own for appropriate tasks (such as a broom sweeping a
houses floors, a shovel clearing the snow from a street, a washboard cleaning clothes, etc.)
If the object completes its task it returns to you if youre within 100 feet.
Depending on the objects nature, the GM may allow you to assign a special ability to
the objects attack when it hits. For example a boiling kettle of water might blind the target
once, for a round. An animated rope might grapple its target. A rock might push its target,
and a chair might trip its target. If an object does have such an ability, reduce its base
attack damage from 1d8 to 1d4.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you
can affect a medium-sized object such as a food cart, mailbox, bicycle, dinner table, or
couch. The object retains the skeletons stats with these changes: Hit Points 30, Attack +5
for 1d8+3.
When you cast this spell using a spell slot of 6th level or higher, you can affect a largesized object such as a wagon, snow plow, outhouse, or carriage. The object retains the
skeletons stats with these changes: Hit Points 60, Attack +7 for 1d8+6.
Dowsing
You think about something, and your horn points you in the right direction to find it.
Rarity uses this spell in her gem-hunting expeditions with Spike, as seen in A Dog and
Pony Show.
1st-level divination (Ritual)
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 hour
You visualize something you wish to find, such as water, food, gems, minerals, or a
particular object you are familiar with. If the substance or object exists within range,
your horn points you in the direction of the nearest match. In addition, the substance or
item begins to glow if its covered by less than 1 foot of loose or soft material.
At Higher Levels: If you use a 3rd-level or higher spell slot to cast this spell, the
range increases to 500 feet, and you can detect items through 5 feet of material.
Dust Devil
You conjure a small tornado under your control. Trixie created a dust devil from
Rainbow Dashs rainbow to one-up her in Boast Busters.
2nd-level conjuration
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 minute
Choose an unoccupied space within range. A 5-foot-diameter tornado appears
there and lasts for the duration. Any creature that starts its turn within 5 feet of the
tornado must succeed on a Strength or Constitution saving throw or take 1d6
bludgeoning damage from blown objects (half damage on a successful save).
Medium-sized or smaller creatures that fail the save have a 50% chance to be
drawn into the dust devil. Such a creature is restrained and must succeed on a DC 10
Come To Life
50
Some unicorns are able to use their magic to fire a blast of arcane force at their
opponents, although most prefer to dedicate their studies to more peaceful magic.
Evocation cantrip
Note: Use this cantrip exactly as it appears in the D&D Next playtest documents to
replicate the magic laser bolts that the alicorns and some unicorns create. The only
difference is that the bolt is the same color as the unicorns magic aura. Normally this spell
only appears on the warlock spell list. For MLP45E, it has been added to the wizard spell
list, as well.
Fabricate
Rarity used this spell, found in the D&D 5e Players Handbook, to create a dazzling
outfit from Trixies stage curtain in Boast Busters.
Failsafe
Twilight Sparkles Failsafe spell, which failed to cancel Discords magical effects, is
equivalent to the D&D spell Antimagic Field.
Gaseous Form
Nightmare Moon was known to use this spell, which transforms you into a cloud of fog
or smoke. It appears in the D&D 5e Players Handbook.
Globe Trotter
You transform into a mote of energy which flies through the air at a rapid pace. The
royal sisters have been known to use this spell to quickly survey their lands when a chariot is
too slow or conspicuous. Princess Celestia demonstrated it in the episode Elements of
Harmony.
6th-level transmutation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours
Gossamer Wings
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Eldritch Blast
You take the shape of a small-sized globe of energy that sheds light equivalent to a
torch in the same color as your magic aura. You gain a fly speed of 300 feet. You can
squeeze through tiny gaps (floorboards, leaky roofs, etc) with no movement penalty.
While in globe form you can only use your movement, your action can only be used to
dash or disengage, and you cannot cast any spells or make any attacks. You retain your
normal senses and the ability to speak. You can end the effect at any time. Your speed is
approximately 35 miles per hour, or 70 miles per hour if you dash.
At Higher Levels: When you use an 8th-level or higher slot to cast this spell, your
speed increases to 600 feet (about 70 miles per hour or 140 miles per hour while
dashing).
Material Component: Magic dust worth 250 gb.
With this difficult, costly spell you grant another creature usable (albeit fragile)
wings in the form of your choice. Twilight Sparkle used it to give beautiful butterfly wings
to Rarity in Sonic Rainboom.
4th-level transmutation
Casting Time: 1 minute
Range: 10 feet
Duration: 12 hours
You zap a willing creature up to one size larger than you with your magic. Over the
next minute, it grows wings in the form of your choice (typically feathered, butterfly,
dragonfly, or batlike). The creature gains a fly speed of 40 feet and the cloudwalking
ability. If the creature is reduced below half their maximum HP or flies above 10,000 feet
in altitude on a sunny day, the wings are destroyed and the cloudwalking ability is lost.
The target begins falling at the start of its next turn.
Growth Spurt
You cause living cells to develop and multiply, rapidly accelerating their natural
growth rate. This is the twenty-fifth spell Twilight Sparkle learned, according to Spike.
She used it to grow fine, thick moustaches on Spike, Snips, and Snails in Boast Busters.
2nd-level transmutation (Ritual)
Casting Time: 1 minute
Range: 10 feet
Duration: Permanent
Living plants, seeds, or willing creature (or a portion thereof) begins to grow and
mature as if weeks or months were passing by every second. Plants are much easier to
affect than creatures, so the effect depends on the target:
Plants: If the seeds are planted appropriately, one casting is sufficient to grow an
entire 5-foot square patch of small plants such as grass, grain, or vegetables. Such
vegetation grows to maturity and produces any fruit or flowers it normally would.
Alternately, a tree can be grown to approximately 15 feet in height with a trunk 4 inches
in diameter.
Creatures: In most cases it is considered reckless and highly immoral to use this
spell to increase the physical growth of a sapient creature. It can, however, be used to
only grow a small portion of a creature, such as stimulating hair growth, knitting a
Constitution check to cast a spell. On a failure the spellcasting action is wasted but the spell
is not. It can use its action to roll an Athletics or Acrobatics check against your spell DC. On
a success, it can move its full speed away from the dust devil. One medium-sized, two
small-sized, or eight tiny-sized creatures can occupy the dust devil at a time.
Missile weapons other than heavy boulders or ballista bolts which pass within 10 feet
of the dust devil are thrown off-course and destroyed. As an action, you can move the dust
devil up to 20 feet. You can direct it over barriers up to 5 feet tall and jump it across pits up
to 10 feet wide. Any creatures trapped inside move along with it. If it ever moves out of
range it dissipates immediately.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the
damage increases to 5d4, its size increases to a 10-foot diameter, and it can draw in one
large-sized creature or twice the normal number of smaller creatures.
51
Minimum
Caster
Level
3
6
9
12
Magic
Dust
75 gb
250 gb
500 gb
1,000 gb
Plant
Square
Size
25 feet
50 feet
75 feet
100 feet
Tree
Height
Tree
Diameter
Creature
Size
Maturity
Age
30 feet
60 feet
120 feet
250 feet
1 foot
2 feet
4 feet
8 feet
Medium
Large
Huge
Gargantuan
2 years
5 years
10 years
20 years
Instant Makeover
Your magic scrubs away all uncleanliness. Rarity used this spell in The Ticket Master to
clean up both Twilight and Spike, and gave them a bit more than they bargained for.
1st-level transmutation (Ritual)
Casting Time: 1 minute
Range: 10 feet
Duration: Instantaneous
You zap a large-sized or smaller creature within range with your magic. Over the next
minute, the target has all dirt, sweat, grime, water, vermin, and filth whisked away. Their
hair and coat are washed, trimmed, and styled, clothes are cleaned and treated, teeth are
cleaned, breath freshened, hooves or nails filed and polished, and perfume and makeup
applied (if desired). The quality of the work is equivalent to your own skill at performing
these tasks manually. The materials needed (files, scissors, shampoo, makeup, etc) are
conjured by magic and disappear at its conclusion.
Material Component: 10 gb worth of magic dust
Lesser Passwall
Amazingly, Pumpkin Cake spontaneously cast this spell in Baby Cakes to let herself and
her brother escape after Pinkie trapped them in their playpen.
Mending
You mend a broken object, or graft together similar material. Rarity uses this spell
often. She spliced her own tail hair into Steven Magnets moustache, reattached dead
branches to trees (to Applejacks annoyance), and mended a broken taxi wheel in
Manehattan.
Transmutation cantrip
Note: This spell functions as it appears in the D&D 5e Players handbook except for
the following addition:
You can use this spell to fuse together similar nonliving materials. For example you
could turn two pieces of rope into one long length, graft dead branches back onto a tree
(though they remain dead), fuse planks of wood into a door, or even repair a sea
serpents damaged moustache with your own tail hair.
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3rd-level transmutation
Casting Time: 1 action
Range: 10 feet
Duration: Concentration, up to 1 minute, plus 1 additional minute.
Choose a point on a stone, brick, wooden, plaster, cloth, or similar surface within
range. You create an oval hole through space of your size which bypasses 6 inches of the
surfaces thickness. This lets creatures up to one size larger than you to use the hole to
bypass the wall. The spell fails if the surface is thicker than 6 inches. Once you cease
concentration, the hole lasts one additional minute.
Share Memories
You communicate specific memories to the recipient, to give them additional
knowledge or attempt to jog their own memory, although the experience is taxing for
both of you. In Magical Mystery Cure, Twilight Sparkle used this spell to restore the cutie
marks of her friends.
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose an adjacent willing or restrained creature. You share roughly one hour of
your own memories with the target in the course of a few seconds. The target receives
any or all of these benefits (your choice):
You give the target proficiency in a skill, tool, or weapon that you are
proficient in, which lasts until the targets next long rest.
broken bone, or scarring over a wound, without controversy. This spell even stimulates
cells such as dormant hair follicles to multiply, allowing, for example, a child or female to
grow a fine moustache and beard.
If used on a portion of a creature, it generally has the desired outcome. Game effects
are left to the GM. Although this spell will not actually heal HP damage, it might assist in
healing a crippling wound or speed recovery from a broken bone (as long as the bone is set
correctly so it can heal properly).
If used on an entire creature, only creatures that are small-sized or smaller as an adult
can be affected, and it ages the creature to maturity or approximately one year (whichever
is less). Creatures that are already adult are unaffected unless they keep growing larger as
they age.
Material Component: Magic dust worth 10 gb
Note: This spell does not tax the soil or a creatures metabolism - all growth is fueled
directly by the material component. A plant or creature will also not grow beyond its
normal maximum size.
At Higher Levels: If you are of sufficient level, you can increase the amount of magic
dust used to increase the effect:
52
Telekinesis
Using their magic to lift items into the air is usually the first spell a unicorn learns. Few
unicorns, however, are able to use this spell in its more advanced forms.
1st-level transmutation spell
Note: This version of the spell supersedes the official version of Telekinesis in the D&D
5e Players Handbook, to attempt to mimic MLPs unicorn levitation magic as closely as
possible. Any creature that has Telekinesis should use this version of the spell.
Casting Time: 1 action
Range: 35 feet
Duration: Concentration
You can telekinetically manipulate objects within a 10-foot sphere with a combined
weight of 50 pounds or less. Each round on your turn you can choose to either continue
manipulating the same object(s) or switch to different object(s) within range as a part of
your action. Objects you are manipulating automatically maintain their position relative to
you unless you use your action to reposition them (move closer or further away). This
means that items you are manipulating move along with you relative to your position. You
also have fine motor control over the objects, allowing you to play an instrument, write
with a pen, or open a lock, for example.
While concentrating on this spell you can use your action to perform the following:
Snatch away a worn or held object if you succeed on a contest of your magic
ability against the targets Strength.
Hurl objects or weapons you are proficient in, using your magic ability score
for the attack and damage roll instead of Strength or Dexterity.
Pool your efforts with another caster using this spell to lift heavier objects
(combine your weight limits).
At Higher Levels:
3rd level or higher slot: Range increases to 50 feet, weight limit for objects
increases to 250 pounds, medium-sized creatures can be affected, and you no longer
have disadvantage on checks to snatch objects.
5th level or higher slot: Weight limit for objects increases to 1,500 pounds, and
large-sized creatures can be affected.
7th level or higher slot: Weight limit for objects increases to 7,500 pounds, and
huge-sized creatures can be affected.
9th level slot: Weight limit for objects increases to 25,000 pounds, and gargantuansized creatures can be affected.
Water Walk
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Trixie used this spell to zap the rambunctious Rainbow Dash in Boast Busters.
2nd-level conjuration
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 minute
Choose an unoccupied space within range. A 5-foot-diameter storm cloud appears
there and lasts for the duration. Any creature that starts its turn within 5 feet of the sphere
must succeed on a Dexterity saving throw or take 2d6 lightning damage (half damage on a
successful save).
As an action, you can move the cloud up to 30 feet in any direction. Any creature with
the cloud walking ability can destroy or move the storm cloud by using their action to
contest their Strength (Athletics) check against your Intelligence (Arcana). If they succeed,
they can use their movement to drag the cloud anywhere or destroy it. If they fail, they
take damage from the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
damage increases by 1d6 for each level above 2nd.
1st-level transmutation
Note: This version of the spell supersedes the official version of Water Walk in the
D&D 5e Players Handbook.
Casting Time: 1 action
Range: Self
Duration: Concentration (up to 1 hour)
Until the spell ends, you can move across any liquid surface - such as water, acid,
mud, snow, quicksand, ice, or lava - as if it were solid ground. If you are submerged
when you cast this spell it carries you to the surface at a rate of 10 feet per second (60
feet per round).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
creatures within 30 feet of you.
Wondrous Transformation
You can use this spell to alter the size and shape of an object such that it becomes
something much larger and more complex. The drawback is its only temporary.
4th-level transmutation
Casting Time: 1 Minute
Range: 20 Feet
Duration: 24 Hours
You target a miniscule object within range and transform it into any relatively
simple non-magical object of huge size or smaller. For example, Twilight Sparkle used
this spell to transform an apple into a carriage complete with harnesses. You could also
transform a spoon into a plow, a toothpick into an extension ladder, a tin can into a suit
of armor, a thimble into a typewriter, and so on.
You can dictate the items color, style, and general appearance. You can also make
a nearly perfect duplicate of an existing item. When the spell ends, the item turns back
into its previous form. The item glows faintly the same color as your magical aura, so its
obvious that it is magically created. If the item is subject to a magic dispelling or
cancelling effect, it reverts back to its original form automatically.
Storm Cloud
53
54
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Balloon, medium
1 sb
Balloon, large
1 gb
Banana
Banner
Basket, Bushel
Basket, Picnic
Bedroll
Bell
Blanket
Block and tackle
Book, blank, hardcover
Book, blank, softcover
Bottle, Glass, Quart
Bottle, Glass, Pint
Bottle, Glass, Cup
Bucket
Business cards (50)
Caltrops (bag of 20)
Camera
Camera film development kit
Camera film
Candle
Case (crossbow bolt)
Case (for map or scroll)
Chain (10 feet)
Chalk (1 piece)
Chemistry kit
Chest
Climbers kit
Clipboard
Clothes, common
Clothes, formal
Clothes, fine
Clothes, travelers
Cloud seeds, normal
Cloud seeds, storm
Coffer
Component pouch
Consecration kit
Crowbar
Disguise kit
Druidic Focus
Sprig of mistletoe
Totem
Wooden Staff
1 cb
5 sb
5 sb
2 sb
1 gb
1 gb
5 sb
1 gb
8 gb
2 gb
1 gb
6 sb
3 sb
5 cb
5 gb
1 gb
75 gb
20 gb
15 gb
1 cb
1 gb.
1 gb
5 gb
1 cb
15 gb
5 gb
25 gb
5 sb
5 sb
5 gb
15 gb
2 gb
15 gb
35 gb
2 gb
25 gb
15 gb
2 sb
25 gb
1 lb.
2 lb.
1 lb.
7 lb.
3 lb.
5 lb.
3 lb.
1 lb.
2 lb.
1 lb.
1 lb.
2 lb.
2 lb.
2 lb.
3 lb.
1/10 lb.
1 lb.
1 lb.
5 lb.
2 lb.
25 lb.
12 lb.
1 lb.
3 lb.
4 lb.
6 lb.
4 lb.
10 lb.
2 lb.
3 lb.
5 lb.
8 lb.
1 gb
1 gb
5 gb
4 lb.
Yew Wand
Duct tape
Fireproof boots (4)
Fishing tackle
Flask/Tankard
Folding chair
Gaming set
Goggles
Grappling hook
Hammer
Hammer, sledge
Handbag
Healers kit
Herbalism kit
Holy symbol
Amulet
Emblem
Reliquary
Holy water (flask)
Horseshoe magnet
Hourglass
Hunting trap
Ink (1 ounce bottle)
Ink pen
Instant disguise
Investigation kit
Jeweled accoutrements
Jug/Pitcher (Gallon)
Ladder (10-foot)
Lamp
Lantern
Lantern, bullseye
Lantern, firefly
Lantern, hooded
Lead Cuff
Lighter
Lock (basic, DC 18)
Lock (good, DC 22)
Lock (strong, DC 26)
Magnifying glass
Manacles
Matchbook (12 matches)
Megaphone
10 gb
1 gb
15 gb
1 gb
2 cb
15 gb
1 gb
20 gb
2 gb
1 gb
2 gb
1 gb
5 gb
10 gb
1 lb.
1 lb.
8 lb.
4 lb.
1/10 lb.
3 lb.
lb.
1 lb.
4 lb.
2 lb.
10 lb.
1 lb.
3 lb.
2 lb.
5 gb
5 gb
5 gb
25 gb
50 gb
5 gb
5 gb
2 gb
2 cb
25 gb
10 gb
100 gb
2 cb
1 sb
5 sb
5 sb
10 gb
2 gb
5 gb
50 gb
10 gb
5 gb
25 gb
125 gb
25 gb
2 gb
2 gb
5 gb
1 lb.
2 lb.
1 lb.
2 lb.
1 lb.
25 lb.
3 lb.
9 lb.
25 lb.
1 lb.
1 lb.
3 lb.
2 lb.
2 lb.
6 lb.
1 lb.
1 lb.
2 lb.
1 lb.
6 lb.
2 lb.
cheezedoodle96.deviantart.com
This list combines the stock equipment list from the D&D
5e Players Handbook along with a number of new items.
Items from the handbook have had their descriptions omitted
unless they have been updated for MLP45E. In many cases
those items have been lowered in price because Equestria is
more technologically advanced than the default D&D
campaign setting, so they are less expensive to manufacture.
In some cases items have also had new or expanded uses
added. See the item descriptions for details.
Equipment List
55
1 lb.
2 lb.
lb.
3 lb.
2 lb.
lb.
1 lb.
1 lb.
10 lb.
5 lb.
2 lb.
8 lb.
10 lb.
lb.
1 lb.
1 lb.
35 lb.
2 lb.
4 lb.
4 lb.
10 lb.
5 lb.
lb.
5 lb.
3 lb.
1 lb.
5 lb.
1 lb.
1 lb.
5 lb.
5 lb.
1 lb.
12 lb.
5 lb.
1 lb.
5 lb.
20 lb.
75 lb.
Tent, Pavilion
Thieves tools
Tinderbox
Tome
Torch
Tripod, metal
Tripod, wood
Umbrella saddle
Vial
Waterskin
Whetstone
Zoom lens
75 gb
25 gb
5 sb
25 gb
1 cb
5 gb
5 sb
5 gb
1 gb
2 sb
1 cb
250 gb
200 lb.
1 lb.
1 lb.
5 lb.
1 lb.
2 lb.
4 lb.
3 lb.
5 lb. (full)
1 lb.
1 lb.
cheezedoodle96.deviantart.com
2 sb
250 gb
5 gb
5 gb
25 gb
1 gb
5 sb
1 sb
2 sb
1 sb
1 sb
5 gb
2 gb
5 sb
100 gb
50 gb
5 cb
2 gb
50 gb
5 sb
1 gb
4 gb
5 sb
1 gb
10 gb
1 gb
10 gb
1 cb
2 gb
5 gb
5 sb
2 sb
5 cb
5 gb
5 gb
25 gb
2 cb
50 gb
1 gb
75 gb
10 gb
2 gb
25 gb
5 gb
150 gb
2 gb
20 gb
Mess kit
Microscope
Mirror, steel
Musical instrument
Navigators tools
Notebook
Notepad
Oil (1 pint flask)
Paper (10 sheets)
Parchment (10 sheets)
Pencil
Perfume/Cologne
Pick, miners
Piton (10)
Poison, basic (vial)
Poisoners kit
Pole (10-foot)
Pot, iron
Potion of healing
Pouch
Quiver
Ram, portable
Rations (1 day)
Robes
Roller skates (4)
Rope, hemp (50 feet)
Rope, silk (50 feet)
Sack , burlap
Saddlebags (pair)
Scale, merchants
Sealing wax
Shovel
Signal whistle
Signet ring
Slide rule
Smoke bomb
Soap
Spellbook
Spike, iron (10)
Spyglass
Suction cup shoes (4)
Suitcase
Sunglasses
Tape measure
Telescope
Tent
Tent, Commanders
56
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57
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MLP45E Chapter 6: Equipment
58
A Little Background
4th edition Dungeons & Dragons popularized the idea of residuum, which is similar to
the enchanting materials in games like World of Warcraft. Residuum is a glowing magical
dust which remains behind after magic items are disenchanted. It can also be created from
other, non-magical components by ritual spellcasters with the appropriate incantations.
Essentially, residuum was the currency used for creating magic items. When a character
created a magic item, it was assumed that their non-magical components were converted
into residuum and that was used to power the item creation process.
Arcanium in MLP45E
Since we want to explore how technological devices function in Equestria without
resorting to electricity, I based Arcanium on the 4th edition D&Ds residuum. Arcanium in
MLP45E is an actual element, one that is naturally magical. It grows in crystal form in areas
that are highly magical in nature, such as portals to the fey realms, planetary ley lines, or
wherever else you choose. In fact, you could say the Tree of Harmony below the Palace of
the Two Sisters is infused with pure Arcanium crystals. Its the Equestrian version of classic
Star Treks dilithium crystals. Theyre magical batteries. The larger the crystal, the larger its
potential magical current is. Devices which are powered by Arcanium crystals have a
small chamber in which a crystal is inserted. Tiny devices such as Tanks helicopter harness
have an appropriately-sized chamber, while larger devices like the Super Speedy Cider
Squeezy 6000 have barrel-sized chambers.
Forms of Arcanium
Arcanium is found naturally in crystalline form, where it appears as a brilliant bluewhite crystal which glows faintly and has a rainbow-hued luster. Sometimes they grow
inside other rocks, like a geode. Other times they grow directly from area that is
particularly magical. Arcanium crystals can be removed from one device and moved to
another, and those skilled in Arcana can transfer magic from one Arcanium crystal to
another. When all the magic is drained from a crystal it turns gray and becomes inert,
although it can always be recharged later. Arcanium can be powdered into dust when the
application requires, although dust cant be recharged once it is spent. Many magical
potions and oils have Arcanium dust mixed in, where it dissolves as it imbues its magical
power into the liquid.
Sizes: Each Arcanium crystal holds a number of charges of magic power. The
more charges a crystal can hold, the larger it is. A crystal that can hold a single charge is
roughly the size of a marble, while one that could hold a thousand charges is as tall as a
pony and quite rare. An average-sized crystal holds about 2-3 charges and is roughly 3
inches long by 1 inch around. Its rumored that alchemists can artificially create smaller,
more energy-dense crystals.
Nomenclature: A crystal will be referred to with its current number of charges and
maximum number of charges. For example, a fully-charged 10-charge crystal is an
Arcanium crystal (10/10). When drained by half its charges, it will be an Arcanium
crystal (5/10). An inert crystal is an Arcanium crystal (0/10). Arcanium dust is simply
referred to with a gb value (Arcanium dust worth 10gb).
Valuation: A fully-charged crystal is worth 10 gb per charge. A character can
determine the charges remaining by attempting a DC 10 Intelligence (Arcana) check. On
a success, they know the number of charges remaining and the maximum number of
charges. On a failure, the GM gives the player a number that is off by 1 or 2 (either high
or low).
Recharging: Once per day a unicorn or other character who can wield arcane magic
can attempt to restore charges to an Arcanium crystal. As their action they roll a DC 12
Intelligence (Arcana) check and zap a crystal within 20 feet. On a success, they can
sacrifice up to half their remaining Hit Dice and restore an equal number of charges to
the crystal. This takes one round per charge restored. On a failure, no charges are
restored and they take 1d4 damage and lose one Hit Die in a magical backlash. Since this
is so taxing, most unicorns dont do it lightly. Its rumored that evil unicorns in the past
discovered a means of draining magic from any race of pony or other magical creature,
but such dark magic is (hopefully) lost to time.
Transferring Charges: A unicorn or other character who can wield arcane magic can
attempt to transfer charges from one crystal in their possession to another. As their
action they roll a DC 12 Intelligence (Arcana) check. On a success, they can transfer any
number of charges from one crystal to the other (up to the maximum it can hold). On a
failure, one charge is lost from the source crystal and the destination crystal regains no
charges.
Drained Crystals: Once a Arcanium crystal runs out of charges, it turns gray and
stops glowing. A drained crystal is only worth 10% of the value of a charged crystal
(roughly 1 gb times the maximum number of charges).
Power Level: Each device uses magic power at its own efficiency level. Heavy
machinery and items which create a lot of heat draw power faster than smaller, less
energy-intensive items. Every devices charge consumption is up to the GM to
determine, but use the items below as a guideline.
The Arcanium Economy: Arcanium crystals and dust can be bought and sold easily
in most markets in larger cities. Smaller towns like Ponyville might have a handful
merchants who offer them for sale (or offer recharging services) so they are generally
not difficult to acquire. Most ponies who arent trained in Arcana simply call Arcanium
crystals magic crystals and Arcanium dust magic dust. Since they glow, its fairly easy
for the average pony to tell whether arcanium is fake or inert, although determining the
exact number of charges is a little more difficult.
cheezedoodle96.deviantart.com
Its been stated that electricity as we know it doesnt exist in the world of My Little
Pony. Yet frequently, we see items which, in our world, would be electric: light bulbs, hair
dryers, turtle (tortoise)-sized helicopter blades, even record players and speakers. In the
case of Flim and Flams Super-Speedy Cider Squeezy 6000 we are shown that they use their
magic to directly power the machine. Its been often stated and assumed that other
devices which appear to be electric operate in a similar fashion. For a roleplaying game the
existence of such should be explored. The Arcanium economy is the method by which
MLP45E explains such devices.
Magical Technology
59
Items of Artifice
Item
Aquarium
Blender
Blow Dryer
Boat Motor
Camera, Pocket
Price
50-500 gb
40 gb
30 gb
125 gb
350 gb
Weight
10-100 lb.
5 lb.
2 lb.
50 lb.
lb.
35 gb
50-100 gb
20 gb
40 gb
60 gb
20 gb
25 gb
250 gb
2,500 gb
1,500 gb
25 gb
500 gb
15 gb
25 gb
50 gb
50-150gb
65 gb
40 gb
75 gb
100 gb
75-150 gb
50 gb
30 gb
50 gb
20 gb
50 gb
75 gb
50 gb
125 gb
30 gb
25 gb
12 gb
50-75 gb
50 gb
100 gb
100 gb
1 lb.
5-50 lb.
5 lb.
10 lb.
25 lb.
1 lb.
1 lb.
2 lb.
500 lb.
1,000 lb.
1-2 lb.
50 lb.
2 lb.
4 lb.
5 lb.
15 lb.
20 lb.
75 lb.
125 lb.
150 lb.
15-150 lb.
50 lb.
4 lb.
20 lb.
5 lb.
15 lb.
40 lb.
5 lb.
200 lb.
3 lb.
3 lb.
5 lb.
8-12 lb.
50 lb.
200 lb.
150 lb.
cheezedoodle96.deviantart.com
Devices powered by Arcanium crystals and dust are collectively known as artifice and
the designers and builders of such devices are specialized scientists and engineers known
as artificers. Artificers dont have to be unicorns. In fact, some consider Doctor Hooves, an
Earth pony, to be Ponyvilles most talented artificer.
Most items of artifice are toys for the wealthy. The majority of citizens get along fine
with the mundane versions of these devices (hoof-cranked phonographs, wood-burning
stoves, clothes irons, firefly lanterns, sewing machines, washtubs/washboards, and the
like). Most middle-class families eventually save up enough money (over several years) to
afford a refrigerator, an oven, and a water heater, as these provide the most value for their
day-to-day lives. Well-funded construction contractors often have a number of artifice
tools on the job site, and many professionals invest in an artifice device or two that is
useful for their trade.
The list of items Equestria does not yet possess the technology for includes:
telephones, radios, televisions, portable music players (Walkman/iPod), and magnetic data
storage of any kind. Computers do exist, but they would be room-sized monstrosities like
those Twilight used in her attempt to study Pinkie Sense. They would run off punch cards
and display output on paper tape rather than a video screen. Button Mashs video games
and Sapphire Shores bodyguards earpiece are odd anachronisms that Im going to choose
to ignore, but you can always provide your own pricing and stats for them if you wish.
Clock
Drill
Fan, Desk
Fan, Window/Ceiling
Fan, Large
Flashlight
Headphones
Helicopter Harness
Helicopter, Personal
Horseless Carriage
Iron
Jackhammer
Lamp, Desk
Lamp, Ceiling
Mixer Board
Projector
Pump
Refrigerator, Small
Refrigerator or Freezer
Refrigerator/Freezer
Saw
Sewing Machine
Skillet
Space Heater
Speaker, Small
Speaker, Medium
Speaker, Large
Spotlight
Stove
Teakettle
Telegraph key (no crystal)
Toaster
Turntable
Vacuum
Washing Machine
Water Heater
Arcanium-Powered Devices
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cheezedoodle96.deviantart.com
Mixer Board: A control panel with lights, switches, sliders, ports, and dials to
control sources of audio. Connects multiple speakers, turntables, and microphones. A
typical DJ setup usually has a mixer, two speakers, two turntables, and one or more
microphones. A mixer holds one charge, which lasts for one year of normal use.
Pocket Camera: This item is built into a briefcase which includes storage for 12 rolls
of film, extra flashbulbs, a tripod, remote flash trigger, and 5 pounds of other small
accessories. On command, it (and its contents) magically folds down into a small case
the size of a cigar box. A pocket camera holds two charges and lasts six months per
charge.
Projector: A basic projector displays individual photo slides one at a time by using
light to project them on a wall. A typical projector shows one slide at a time which is
manually swapped, but more expensive versions can hold a cartridge of up to 50 slides
which can be advanced by pressing a button. The most expensive type, film projectors,
can show animated movies using large reels of film. A projector holds two charges and
lasts six months of normal use per charge. Slide collections and film reels often have a
vinyl record of narration to be played in accompaniment with the presentation.
Pump: Most larger towns have running water supplied by water towers, but farms
and larger private properties usually have a dug or drilled well. A water pump is usually
used on a drilled water wells wellhead to bring water to the surface, saving several
minutes of manual pumping. It holds three charges and lasts for one year of normal use.
Refrigerator: A small refrigerator will keep a few perishable necessities cool and
fresh, like milk, cheese, and butter. Its what we consider a mini-fridge. It holds two
charges and lasts six months per charge. A normal-sized refrigerator or freezer holds
four charges and lasts three months per charge. Combination refrigerator/freezers cost a
bit more but use the same charges.
Saw: This category includes all manner of woodworking saws: saber saws, chop
saws, circular saws, reciprocating saws, table saws, band saws, scroll saws, and the like.
A saw holds three charges and lasts two months of normal use per charge.
Sewing Machine: Most sewing machines are pedal-driven, but artifice versions
exist. They hold two charges and last for about six months of normal use per charge.
They are often built into their own cast iron and wooden desk.
Skillet: Most skillets are simply placed on a stove range to heat passively. An artifice
skillet supplies its own heat. Its especially popular with wealthy travelers and
adventurers. It holds two charges and lasts for three months of normal use per charge.
Space Heater: A space heater provides heat for one small room. It holds three
charges, each lasting one month of normal use.
Speaker: A set of various-sized speakers in a wood and fabric enclosure. Usually
used in pairs to provide music at a concert or large party or town meeting. Must be
connected to a turntable or microphone. Small speakers hold one charge each, medium
hold two, and large hold four. Fully charged, they last about one year of normal use.
Spotlight: A spotlight comes on a collapsible metal stand, or can be mounted to a
wall or ceiling. It provides light equivalent to a bullseye lantern. It holds three charges
and lasts about four months of constant use per charge.
Stove: A stove has 1-3 ovens for general cooking, and four heated grills on top for
smaller pots and pans. A stove holds four charges and lasts three months of normal use
per charge.
Clock: Most clocks are wound with a key or use counterweights to power them, but
artifice clocks also exists. A clock holds one charge and lasts for one year. Alarm clocks have
an integrated bell and cost 10 gb extra. Larger clocks exist and are more expensive.
Drill: A drill ranges in size from a hoof-held portable drill to a large stationary drill
press. It holds three charges and lasts two months of normal use per charge.
Fan: The typical desk fan is about 1 foot in diameter and provides a refreshing breeze
for 1 or 2 people. A window fan could cool a whole room. A large fan circulates air across a
large room. A small fan holds one charge, a window fan holds two charges, and a large fan
holds three. Each lasts about one year of normal use.
Flashlight: A flashlight provides light in a 15-foot cone and dim light in a 30-foot cone.
Its crystal holds one charge and lasts about one year of normal use. Most have a soft
rubber handle for easy mouth gripping.
Headphones: Headphones are large, over-the-ear style. They all hold one charge and
last for one year of normal use.
Helicopter: Cherry Berry is the proud owner of the only helicopter in Ponyville. Like
the automobile, its extremely rare and expensive. A personal helicopter can carry its pilot
plus another 500 pounds of weight. A helicopter has a fly speed of 30 mph (48 km/h) at no
load, 25 mph (40 km/h) at half load, and 20 mph (32 km/h) at full load. It flies by a complex
series of magically-assisted gears which multiply the pedaling power of the pilot many
times over. Its extremely fragile. Any object or creature contacting the blade will likely
destroy it and cause the helicopter to crash. Parachutes are recommended. A helicopter
holds ten charges and operates for about 30 minutes per charge.
Helicopter Harness: This item is a one-of-a-kind propeller-driven harness that allows
Rainbow Dashs pet tortoise Tank to fly with a speed of 30 feet. A similar harness could be
built for another tiny-sized creature with the same stats. It holds two charges and lasts for
one year of normal use. Such a harness sized for a small creature would likely cost 2,500 gb
and require 15 charges, while one sized for a medium creature would cost 5,000 gb and
require 25 charges.
Horseless Carriage: Extremely rare, automobiles in Equestria would look something
like the Ford Model A or T (or like the Super Speedy Cider Squeezy). An automobile can
carry its driver plus another 1000 pounds of weight. On good roads with level ground it has
a speed of 25 miles per hour (40 km/h) at no load, 20 mph (32 km/h) at half load, and 15
mph (24 km/h) at full load. Hilly terrain reduces the speed by half, as do muddy or poor
roads. It holds ten charges and uses one charge per two hours. They are exclusively toys of
the idle rich.
Iron: A clothes iron or hair curling iron is usually just heated on a stove, but artifice
versions exist. They hold two charges and last for six months of normal use per charge.
Jackhammer: Used for breaking up brick, rock, cement, and concrete (and sometimes
stubborn clouds). A jackhammer has five charges, and each charge lasts about one week of
normal use.
Lamp: A lamp is simply the fixture for holding a light bulb. The bulb itself is made of
thick, durable blown glass and has a metal screw on the base for installing in a receptacle.
Inside the base is a small residuum crystal. When turned on (often by a remote switch), the
crystal supplies magic to a thin wire which glows brightly. Equestrian light bulbs dont burn
out (until their crystal runs out of energy, that is). A desk lamp provides light equivalent to
a torch, while a ceiling lamp provides light equivalent to a lantern. A desk lamp has one
charge (two charges for a ceiling lamp) and lasts about one year of constant use.
61
Vehicle Rules
Equestria has a wide range of vehicles, both magical and mundane, from tiny carts to
large wagons, light taxis to full-sized stagecoaches. Trains and hoofcars provide travel by
rail, while balloons and airships provide air travel. Standard D&D rules cover normal
waterborne vessels, while several other types are detailed below.
Vehicle Proficiencies
Vehicle proficiencies are a specialized type of tool proficiency, and count as a tool
th
proficiency for any ability that grants one. In the D&D 5 Edition Players Handbook, there
are two proficiencies for vehicles: land and water. Land vehicle proficiency covers any
number of chariots and wagons which are generally drawn by a beast of burden. In
Equestria such vehicles are usually drawn by an intelligent character who is able to make
their own decisions and guide the vehicle safely, so land vehicle proficiency for harnessed
vehicles and hoofcars is not necessary. Other land vehicles, such as automobiles, bicycles,
Harnessed Vehicles
A vehicles weight capacity is twice its physical weight, so a small cart weighing 100
lb. can carry 200 lb. of additional goods, and a full-sized stagecoach weighing 2,400 lb.
can carry 4,800 lb. of additional goods. While you are traveling on roads, paths, or level
ground, the weight of a cart and its contents is divided by 10 when determining how
much it counts against your weight limits. Therefore a fully loaded small cart (300 lb.)
counts as 30 lb. towards your carry weight limit, and a fully loaded large cart (1,200 lb.)
counts as 120 lb. On rough ground or significant inclines, the weight is divided by 5
instead of 10. Wagons and stagecoaches have a long tongue that can allow up to six
characters to be harnessed to the vehicle.
For pegasi and other flight-capable races, the sky hauler cartoon physics ability
allows them to pull harnessed vehicles through the air as long as the weight does not
exceed their limit. See chapter 8 for details on this power.
The table below shows the price, weight, capacity, and total points of Strength
required to pull the wagon on level ground. For example, a small stagecoach requires 36
points of Strength total. Three characters with a 12 Strength could pull a fully-loaded
small stagecoach across level ground. This assumes they arent carrying additional gear
on their persons.
cheezedoodle96.deviantart.com
and even roller-skates have their own proficiencies. MLP45E also adds air vehicle
proficiency, for airships and hot air balloons.
Price
50 gb
75 gb
115 gb
5 gb
12 gb
25 gb
200 gb
275 gb
350 gb
100 gb
1 gb
50 gb
75 gb
115 gb
Weight
200 lb.
400 lb.
600 lb.
100 lb.
200 lb.
400 lb.
1800 lb.
2100 lb.
2400 lb.
400 lb.
50 lb.
700 lb.
1000 lb.
1500 lb.
Capacity
400 lb.
800 lb.
1200 lb.
200 lb.
400 lb.
800 lb.
3600 lb.
4200 lb.
4800 lb.
800 lb.
100 lb.
1400 lb.
2000 lb.
3000 lb.
Str Req.
8
16
24
4
8
16
36
42
48
8
2
14
20
30
Teakettle: Most teakettles are simply placed on a stove range to heat passively. An
artifice teakettle supplies its own heat. Its especially popular with wealthy travelers and
adventurers. It holds two charges and lasts for three months of normal use per charge.
Telegraph: A telegraph machine allows operators trained in horse code to
communicate from miles away. A telegraph machine can power up to 20 miles of cable per
charge (so a 5-charge telegraph could power a 100-mile distance). The other end must be
connected to a second telegraph machine, so two machines with 5-charge crystals could
cover a 200-mile span. Fully charged, a telegraph machines crystal lasts for one year of
normal use. The price of the cable is not included. Most larger towns have a post office
with at least one telegraph machine and trained operator.
Toaster: A toaster toasts two slices of bread or bagel halves. It holds one charge and
lasts for one year of normal use.
Turntable: A record turntable plays music or speech physically encoded on vinyl discs.
Most have a single small speaker, although some better models have larger built-in
speakers, and output ports for even larger speakers. A turntable holds one charge and lasts
for one year of normal use.
Vacuum: A typical vacuum is a small metal barrel on four wheels with a long hose
coming out of the top. Various attachments snap on to the end of the hose. A vacuum
holds two charges and lasts six months of normal use per charge.
Washing Machine: A washing machine has a keg-sized metal tub that agitates back
and forth with roughly 50 gallons of water and clothes inside. A pair of motor-driven or
crank-driven rollers are used to wring the water out of clothes, which are hung outside to
dry (or indoors, over winter). A washing machine holds four charges and lasts three months
of normal use per charge.
Water Heater: A water heater provides hot running water for a typical one-kitchen,
two-bathroom house. It holds six charges and lasts for two months of constant use per
charge.
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Carriage: Small, 4-wheeled passenger vehicles usually used for local travel within a city
or village, carriages are usually drawn by a single driver. They seat two, four, or six
passengers, with limited space for baggage. Their wheels are cushioned by iron springs for
a smooth ride.
Cart: Simple, two-wheeled carts come in small, medium, and large sizes. Some carts
have folding legs to keep them level when not harnessed. A waterproof cloth and wood
frame cover for a cart costs 10% of the carts cost and weighs 10% of the wagons weight.
Stagecoach: The most comfortable means of travel when rail is unavailable,
stagecoaches come in small, medium, and large sizes. Coaches have seats on the front and
back, a large enclosed compartment for passengers, and storage space on the roof and in
the rear for baggage. They seat 8 passengers for smaller coaches, up to 18 for the largest.
Its axles are cushioned by iron springs for a smoother ride.
Taxi: A taxi is a small, four-wheeled wagon with comfortable, covered seating for two,
or cramped seating for up to four. Like a stagecoach, its axles have iron springs to make for
a smoother ride. Its usually pulled by a single driver.
Wagon: Four-wheeled wagons come in toy, small, medium, and large sizes. Wagons
have a seat on the front and a large square compartment in the rear for goods. A
waterproof cloth and wood frame cover for a wagon costs 10% of the wagons cost and
weighs 10% of the wagons weight.
Hot air balloons are used to get around quite often in Equestria. In the real world,
balloons simply travel in the direction of the wind. A balloon pilot can often change their
heading by increasing or decreasing their altitude. In the northern hemisphere of Earth,
increasing your altitude generally will let you turn the balloon right, and decreasing your
altitude will let you turn the balloon left. In areas of uneven terrain, this may not be true at
all.
Whether Equestria follows similar rules is a mystery. In order to tell what direction the
winds above and below the balloon are blowing, pilots often send up miniature balloons to
see what direction they blow, or spit over the edge of the basket to see which direction it
falls.
Equestria, with its weather controlled by the pegasi, may have dedicated balloon
travel lanes designated in the sky, where the winds always blow a particular direction,
making it easy to get from one town to another via balloon. Its quite possible that this is
what let Pinkies and Spikes balloon in Fall Weather Friends travel so conveniently directly
along the race route, or what brought Twilights balloon directly from Canterlot to
Ponyville, and from Ponyville to Cloudsdale. Maybe its simply a matter of pre-arranging a
flight plan with the local pegasi, so they can set up a prevailing wind pattern for the day
custom-tailored to your requirements!
The table below shows the price, weight, capacity, and size of a number of different
balloons. We can conveniently ignore the fact that a hot air balloon requires a source of
hot air in order to rise, because none of the balloons seen so far in the show has had one.
Also, because magic.
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cheezedoodle96.deviantart.com
th
Add the following new actions to the list of 5 Edition D&Ds actions
Help Up
A helping hoof is always appreciated.
When you are adjacent to a friend whos prone, you can use a bonus action to help
them up. Your friend can then use their reaction to stand up.
Overrun
When someone tries to block, show them that you rock.
Use this action in combination with the dash action. You can attempt to move through
the space of any opponent using brute force or agility. Each time you do so, you provoke
opportunity attacks. Then contest your Strength or Dexterity (your choice) against their
Strength or Dexterity (their choice).
If you win the contest using your Strength, the opponent is pushed to the side and you
continue with your movement. If you win the contest using your Dexterity you just move
through the opponents space and continue with your hustle action.
If the opponent wins, your movement ends immediately and youre knocked prone.
-5 penalty to initiative
cheezedoodle96.deviantart.com
Dejected
New Actions
Marked
A marked character is distracted by an opponents threat. If you are marked, you
take a -2 penalty to attack any creature other than the one that has marked you.
The standard D&D 5th edition conditions are all in use and unchanged: Blinded,
Charmed, Deafened, Frightened, Incorporeal, Intoxicated, Invisible, Paralyzed, Prone,
Restrained, Stunned, and Unconscious. You can find them on page 25 of the How to Play
playtest document.
The following new conditions codify some of the stealth conditions that are present
in some 5th-edition feats, spell effects, and class abilities which, for whatever reason,
arent standardized in D&D 5es condition rules. This makes it easier to reuse use these
effects later on in other new spells and class abilities, and remember how they work
without having to look them up.
Dazed
A dazed character cannot take reactions.
Dazzled
A dazzled character is nearly blinded by a bright light, and takes a -2 penalty to all d20
rolls and to AC.
Stressed
A Stressed character is preoccupied with other thoughts in the back of their mind
and is distracted from their current task. Stressed characters take a -1 penalty to all d20
rolls.
The Stressed condition can usually be ended with a successful DC 15 Wisdom save
at the end of every hour the character is affected (include the -1 penalty). During a short
rest, if any friends successfully roll a DC 15 Charisma (Persuasion) check, you have
advantage when you roll the Wisdom save to attempt to remove the condition. A
reversal of whatever situation caused the Stressed condition also ends the effect (as
determined by the GM).
Terrified
Terrified is a step above the Frightened condition, and includes its effects. A
Terrified character is panicking and finds it impossible to focus on the task at hand. A
character that is already frightened who receives the frightened condition again from a
different effect becomes terrified. Creepy locations and ghastly creatures often impart
this condition. Terrified applies these effects:
Disadvantage on attack rolls and ability checks while the source of its fear is
within line of sight.
Cannot willingly move to a position where it would end a turn closer to the
source of its fear than where it started.
New Conditions
65
Rules Modifications
th
The rules in this section are modifications to existing 5 -edition D&D rules. Some (like
the humanoids rule) are necessary for the game to work, while others simply fit the
cartoon nature of Equestria.
Weapons
Between hooves, horns, claws, jaws, and tails, the various races of Equestria have a lot
of natural weapons available to them. In most cases, however, manufactured weapons
such as swords, bows, and axes are still more effective. The following simple rules
adjudicate how Equestrian races interact with them.
In general, there's four melee fighting styles in D&D: single weapon, dual weapon,
two-handed weapon, and weapon/shield.
Two-Handed Weapon
Due to their strong neck and jaw muscles, quadrupeds can wield a two-handed
weapon by gripping it with their mouth. Dragons, griffons, minotaurs, and hippogriffs lack
the mouth dexterity to do so, but they can use their hands or claws to hold the weapon
instead. The weight of these weapons prevents a character wielding one from using a
bonus action to make a natural weapon attack.
Dual Wielder: A quadruped can only qualify for this feat's benefits if they
are not using a two-handed weapon. Possessing a natural weapon attack
qualifies you for the feat's AC bonus. In addition to the feat's other
benefits, the damage die of your natural weapon attacks increases one
size (from 1d4 to 1d6, 1d6 to 1d8, etc.).
Polearm Master: You can use your bonus action to attack with either the
weapon's opposite end or with one of your natural weapon attacks.
Tavern Brawler: Ignore the bullet point about your unarmed strike
damage increasing to 1d4, as this does not apply to Equestrian characters.
Instead, increase the damage die of your natural weapon attacks by one
size (from 1d4 to 1d6, 1d6 to 1d8, etc.).
cheezedoodle96.deviantart.com
Cannot use reactions or Zingers unless they would allow a chance to remove or
counter Terrified.
At the start of its turn, a Terrified creature rolls 1d4 and consults this table:
1: Use its movement and action to hustle in a random directions (roll
1d8 for each direction).
2: Use no movement, and use its action to dodge.
3-4: Act normally.
A character who rolls the act normally result while terrified can use their action to
attempt a DC 15 Wisdom or Charisma check to end the condition. A friend within 20 feet
can also use their action to roll a DC 15 Charisma (Persuasion) check. On a success, the
terrified character can make a free attempt at the Wisdom or Charisma check to end
terrified.
Humanoids
Many spells and effects in D&D 5th edition affect only humanoids. Normally, ponies
and other quadruped or monstrous races such as dragons, deerfolk, or changelings
would be considered beasts and not humanoids. For the purpose of judging whether or
not such spells and abilities will affect a character, treat all the Equestrian player
character races as humanoids. Advanced versions of such creatures, like a large-sized
dragon, would no longer count as humanoid.
66
Long Jump: If you walk at least 10 feet and then make a long jump, you leap a
number of feet up to your Strength score +5. Otherwise, you can leap only half
that distance.
High Jump: If you walk at least 10 feet and then make a high jump, you rise a
number of feet into the air up to 5 + your Strength modifier. Otherwise, you
can jump only half that height (minimum 2 feet). In either case, you can reach
above you with your mouth during the jump, reaching above you a distance
equal to the height of your jump plus your height (typically 4 feet).
Jumping Down: You take no damage when you intentionally drop 15 feet down
or less, and you land standing up.
Stacking
Everyones seen the scene before: the heroes are in a creepy old mansion, and they all
peek around the corner at once, stacked on top of each other. Or they all hide behind the
one brave friend whos sneaking across the room. As long as the heroes arent in combat,
ignore stacking rules, allowing multiple characters to occupy the same space.
Freebies
If you have a small group (4 or fewer members) or you wish to increase the
flexibility and customization options available to the players, consider granting all
characters a bonus feat and/or proficiency. Choose one of these options for all player
characters to use:
cheezedoodle96.deviantart.com
Cartoon characters have an easier time jumping than people in real life. Use the
following rules for jumping:
Effect: Characters will have a few more class abilities, spells, and especially hit
points. If youre using a premade adventure for starting characters, it will need to be
adjusted upward in difficulty a bit, although this is fairly easy.
Jumping
67
Spell Fixes
th
General consensus is that a few spells in D&D 5 Edition are underpowered. Consider
applying these changes to the following spells.
Mordenkainens Sword: You can attack twice per turn with the sword, once
using your action and once using your bonus action. The sword scores a
critical hit on a 19 or 20 and does not require concentration to maintain its
duration.
Witchbolt: Increase the initial and secondary damage to 3d6. With each
extra level of spell slot used to cast it, increase the initial and secondary
damage another 2d6.
cheezedoodle96.deviantart.com
Consider allowing characters who are proficient in light armor to gain the AC benefit
of leather armor while not wearing any armor, due to their own naturally thick hides.
Thick Hides
68
Player Access
Powers Known:
All MLP45E characters know the three automatic cartoon physics powers: Hold Your
Horses, Pancake Landing, and Seeing Stars. These powers are fixed and cannot be changed.
At first level, characters also gain two free cartoon physics power slots which can be used
to learn any cartoon physics power you like. As they increase in level, characters receive
additional power slots (see the chart below). Finally, most flying characters also receive the
Sky Hauler power for free (see the individual racial descriptions).
Swapping Powers:
When you complete a long rest, you can choose to swap one or more of the powers in
your free power slots. If you gain any additional slots through feats or other means, they
can be used in the same manner.
Free Slots
2
3
4
5
6
Boss-type opponents should have free access to the automatic powers plus 1 to 4
additional powers, depending on their level. You will want to track cartoon physics
point usage on these creatures in the same way a PC would.
Common enemies should have access to the three automatic powers if the scene
calls for it and it would be funny. Id also recommend letting the NPCs as a group
use learned powers two to four times during each encounter. For example an ogre
might use Fastball Special to throw his diamond dog friend, while a sneaky kobold
uses Ride Em Cowpony to jump on a PCs back. If theres five or more player
characters, increase the number of uses by one or two. Theres no need to track
point usage for such opponents, but be reasonable about it.
I would avoid giving opponents regular use of the ability-enhancing powers
Adrenaline Rush, Level-Headed, Ninja Moves, Puppy-Dog Eyes, and Thinking Cap.
Players would get resentful if you used triple-advantage feature of those powers
to frequently thwart their abilities.
cheezedoodle96.deviantart.com
This rules module simulates some of the off-the-wall things that cartoon characters
can do in defiance of real-world physics. If you ever wanted to forget to fall when you walk
off a cliff, or blow through a wall leaving behind a hole shaped like you, this is your chapter.
As this subsystem is optional, check with the GM to see if he or she is allowing it
beforehand.
Automatic Powers
Hold Your Horses
You bite down on her tail, but she just kept running, and took you along for the ride.
This power can be used in two ways:
Drag someone along: As a bonus action (2 points) you drag an adjacent creature
along with any movement you use this turn and release them at the end of your turn. If
the creature is resisting or is grabbed or restrained in some way, you contest your
Strength against the opposing force.
Go along for the ride: Activate as your reaction (2 points) when an adjacent
creature moves away from you. You can either let yourself be dragged along (letting go
Opponent Access
69
After a long fall, youre flattened like a pancake but get up unharmed a few moments later.
Activate when you fall. When calculating damage you take for falling, reduce the
distance by 30 feet for each point you spend. You are then prone and stunned until the
start of your next turn. If you landed on dirt or other soft ground, you leave a shallow
crater behind.
Seeing Stars
After getting walloped, people often stagger around a few moments, with stars or birds
circling around their head.
This power can be used in two ways:
Stun someone: Activate as a part of your attack (2 points) when you hit an opponent
for damage. Reduce the damage by half, but the target is stunned until its next turn.
Stun yourself: Activate as your reaction (2 points) when you are hit for damage.
Reduce the damage by half, but you are stunned until the start of your next turn..
Learnable Powers
Adrenaline Rush
When the need arises, you can call on uncanny strength reserves.
Activate when you roll a Strength or Constitution check or save (2 points). You roll
3d20 and take the highest result, and you never have advantage or disadvantage on this
roll. Until the end of your next turn, your weight limits are five times higher than normal,
and any melee or thrown attacks you make have advantage on the damage roll. You can
also break through one or two thin walls of wood, plaster, or drywall during your
movement each round.
Afterburners
You move so quickly you leave a streak of light in your wake.
Activate at the start of your turn (2 points). Your flying speed is five times normal. In
addition, you leave a trail of colored light in your wake thats unique to you (usually the
same color as your tail), which lasts until the end of your next turn. Once you activate this
power it lasts as long as you concentrate, up to a number of minutes equal to your
Constitution bonus (minimum 1 minute). If you spend 4 points when you activate this
power, your fly speed is multiplied by 10 instead of 5.
While youre using this power you have a much harder time maneuvering and
stopping. For each ten feet you move forward, you can move five feet diagonally. It takes
Ambush Bush
Need to stay hidden but theres no cover? Just take the cover with you.
Activate as a bonus action (1 point). You can pick up an adjacent bush, crate,
cardboard box, rock, or other suitable object thats large enough to hide behind, inside,
or underneath and can use it as cover to make Dexterity (Stealth) checks to hide. If you
move more than 10 feet per round while carrying your cover, your opponents have
advantage on checks to notice or locate you. Once activated, this power lasts until you
are spotted or you end it. You can combine this power with Hide Anywhere in order to
hide behind much smaller objects.
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Pancake Landing
you at least 30 feet to stop safely. This doesnt normally hinder you but the GM may ask
for a Dexterity (Acrobatics) check for any fancy maneuvers you attempt.
Cram Session
With access to a library or knowledgeable friends, you can quickly learn the basics of a
new skill, tool, or weapon
Requirement: To use this power you must first engage in a cram session taking a
total study time of 24 hours minus your Intelligence score. During that time you need
access to a friend proficient in the subject, or a well-stocked library.
Activate at the end of the cram session (2 points). You gain proficiency in one skill,
tool, or weapon until you complete a long rest. You can refresh this power without
needing the lengthy cram session by spending the required points again at the end of
each long rest as long as you refresh the power every day.
Eldritch Blaster
Hokey religions and ancient weapons are no match for a good unicorn at your side,
kid. Unknown
Activate as a part of your movement (2 points). You pick up an adjacent friendly
conscious unicorn or other creature who knows the Eldritch Blast cantrip. You can then
fire off Eldritch Blast as your action by pointing their horn at a target and using them like
a gun. You use the higher of your Dexterity or your friends magic ability, and the higher
of your or the friends proficiency bonus. Use the friends level to determine if you get
Eldritch Blasts multiple attacks.
While this power lasts, your friends weight doesnt count against your carry weight
limits, and he or she moves along with you whenever you move. If they move on their
own or take any action on their turn other than using Eldritch Blast, this power ends.
Otherwise you can continue to use Eldritch Blast each turn with no further cost in
cartoon physics points.
at any time) or you can attempt to stop the creature's movement. In that case, contest
your Strength against the target's. On a success the target's movement ends. On a failure
you can either let them go or go along for the ride, as above.
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Flank Check
A bump from your rump will send them flying.
Activate as a bonus action (1 point). You push an adjacent creature 10 feet away from
you if it is not more than one size larger than you. If you spend 2 points instead, the target
is also knocked prone.
Hammerspace
You always seem to have just the right thing on-hoof for the situation. No idea where you
kept it all this time though.
During a rest you can stow inanimate objects of size small or smaller in a null space
that defies reality. The weight limit of stowed objects is equal to your normal carry weight
limit. Essentially, you have two separate inventories: one for your stowed objects, and one
for your carried or worn objects. If youre unable to resist, other characters can go through
all your pockets and pull out all the items you have stowed in random order. Finding each
one requires a contest of the searchers Intelligence (Investigation) or Wisdom (Perception)
against your Dexterity (Stealth).
Activate as a bonus action (1 point). You retrieve one of the stowed objects, usually by
pulling it out from behind your back, from a pocket, or out of your bushy mane or tail.
Hide Anywhere
Hiding behind an inch-thick sapling is tricky but youve had lots of practice.
Activate as part of your movement (1 point). You can use any small-sized or larger
object or creature in your square or adjacent to you as sufficient cover to make a Dexterity
(Stealth) check. Example items include mailboxes, small bushes, trash cans, wheelbarrows,
drinking fountains, and the like. If you use a creature to hide behind, you are no longer
hidden if it moves away from you, unless you use readied actions to move with them. Once
activated, this power lasts until you are spotted or you end it.
You can combine this power with Ambush Bush in order to take your cover with you
while moving (although a creature youre using for cover might object to this treatment).
Horseyback Ride
You have no trouble carrying a friend around. Its almost like they werent even there.
Level-Headed
When the need arises, you can call on that rare and elusive power of common sense.
Activate when you roll a Wisdom check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Until the
end of your next turn, you cannot be Charmed, Frightened, Marked, Stressed, or
Terrified (remove any of those conditions affecting you), and any Wisdom-based spells
or attacks you use have advantage on the damage roll.
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Fastball Special
This ability is always active, and has no activation cost. You can carry a friend of
your size or smaller on your back, without counting their body weight against your
carrying limit. If they are a larger size category than you, their weight counts as half
normal.
Mischievous Critter
Good boy Angel! Mommas so proud. Unkind Fluttershy
Activate as a bonus action (2 points) and contest your familiar or pets Dexterity
against the Strength or Dexterity of a creature next to it. Your pet has advantage on this
check and can use your proficiency bonus. If your pet wins, the target suffers one of the
following effects. Multiple effects can be added for 2 points each.
Reduce the targets speed by half until the start of your next turn
Ninja Moves
When the need arises, you can call on uncanny agility reserves.
Activate when you roll a Dexterity check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Until the
end of your next turn, you cant be grappled, knocked prone, forcibly moved, or have
your speed reduced, and any finesse melee or ranged attacks you make have advantage
on the damage roll.
Phantom Fingers
What do you mean, hooves dont work that way.? Mine do. You cant explain that!
You can also choose to pick up an unwilling unicorn who knows Eldritch Blast. In that
case you use your own Dexterity bonus and proficiency bonus for the attack roll, and this
power ends at the end of your turn.
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Reverse Psychology
You engage in a battle of wits and convince your opponent to take the action they didnt
want to take in the first place.
Activate as your action (2 points). You engage in conversation with a NPC and use
trickery and guile to convince them to take an action they normally wouldnt. Contest your
Charisma (Deception) against the NPCs Wisdom (Insight). If you win, on the opponents
turn it takes the action you convinced them to do as long as it isnt immediately harmful to
them or their friends. The use of this power goes above and beyond what can be
accomplished simply by using Charisma (Persuasion) to persuade them.
For example, Pinkie Pie convinced a tomato vendor to give her a 50% discount, and
she also persuaded Iron Will to come back tomorrow to collect Fluttershys payment. You
could also con a guard into letting you and your friends past, dare a troll to lift a boulder
(which happens to be blocking your exit) as a show of strength, or taunt a goblin leader into
a one-on-one boxing match for the right to let you through their territory unharmed.
Ride Em Cowpony
You leap on top of the beast and ride it around.
Activate as part of your movement (2 points). You can move into the space of a
creature one or more sizes larger than you. The target creature receives no opportunity
attacks for this movement, though others might. While you are in the creatures space you
gain these benefits:
Whenever the target moves, you can use your reaction to move along with it. This
movement does not provoke opportunity attacks.
You are Invisible to the target (although it knows exactly where you are) unless it has a
long neck, eyes in the back of its head, or it senses without eyes (such as an ooze).
The target can use a bonus action to attempt to shake you off by contesting its
Strength (Athletics) against your Dexterity (Acrobatics). If it wins the contest, you move to
an adjacent space and fall prone.
Running Wind-Up
The first few seconds you start running, your legs just move so fast theyre a blur, but you
dont go anywhere. Once you get traction though, you zoom away in a cloud of dust.
Activate in place of your walking movement (2 points). If you use the Disengage or
Hustle action this turn, you go three times as fast as normal for that action.
Sixth Sense
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Puppy-Dog Eyes
Scaredy-Cat
Sky Hauler
Pegasi and other flying creatures can extend their magic around objects they are
harnessed to, enabling them to pull them through the sky.
Prerequisite: You must be capable of winged flight.
Activate when you are hitched to a cart, wagon, chariot, or other vehicle (1
point). If the object and its contents do not exceed your towing weight limit, you can
pull the vehicle through the air at your full flying speed, as easily as if it were on the
ground (see Chapter 6). You can even stop in place and hover with it. Multiple pegasi
can use this power in unison to haul large carriages and wagons, combining their weight
limits. The object is still subject to momentum, so if you stop suddenly it will want to
continue moving.
The effect lasts a number of hours equal to 2 plus your Constitution bonus
(minimum 1 hour). If the effect expires you can refresh it mid-flight by activating this
power again. If you cannot refresh it or the weight of the object exceeds your drag limit
(if too much is loaded into the cart), you must descend immediately and cannot gain
altitude until the weight is reduced.
Snap Out Of It
Sometimes all it takes to break someone out of a stupor is a firm wallop across the face.
Activate as your action (2 points), as you smack an adjacent friend. End any
Charmed, Dazed, Frightened, Marked, Stressed, or Terrified condition affecting that
friend. If they are suffering some other mind-affecting condition that allows saves or
checks to end it, they can immediately make such an attempt for free.
Ten Wingpower
This ability is always active, and has no activation cost. Things just seem to stick to
your hooves, almost as if you had invisible claws like a dragon or griffon. While you have
this ability your Dexterity score increases by 1 (to a maximum of 20).
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Flap your wings hard enough and you can knock your opponents down and blow them
away.
Prerequisite: You must be capable of winged flight.
Activate as your action (2 points). Contest your Strength, Dexterity, or Constitution vs.
the Strength of creatures in a 30-foot cone. Any creatures you beat are pushed 20 feet. If
you beat them by 5 or more, they are also knocked prone. Gaseous or swarm creatures
have disadvantage on this contest. Creatures one or more sizes larger than you have
advantage. Any clouds (natural or magical) in the area are destroyed.
Thinking Cap
When the need arises, you can call on your uncanny knowledge of trivia.
Activate when you roll an Intelligence check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Until the end
of your next turn, you are proficient in all weapons, skills, and tools, and any Intelligencebased spells or attacks you use have advantage on the damage roll.
You grab your trusty whistle (or a nearby bird) and blow out a long, loud tweet, getting
everyones attention.
Activate as your action (2 points). Any combat or argument ends immediately. If
anyone decides to take a hostile action, everyone re-rolls initiative first and then acts in
that order. If you try to use this power a second time in the same battle, it has no effect.
Wall Jump
You leap up and kick off a wall, enabling you to increase your jump height significantly.
Prerequisite: You must be trained in Acrobatics or Athletics.
Activate as a part of your movement (2 points). When you end a jump next to a wall,
you can jump another 15 feet away from the wall in the opposite the direction you
approached it from. If you use the dash action this turn, you can wall jump two more times
at 15 feet each. Each time you wall jump you rise 5 feet higher off the ground. If your
ground speed is 90 feet or better, you can wall jump three times per movement or dash
action instead of twice.
Time Out!
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Coming Soon!
Zingers
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Coming soon!
New Creatures
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Contributing Artists
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MLP45E Credits
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This document is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
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The author is not affiliated with Hasbro or its subsidiary Wizards of the Coast, and claims no ownership of any names of characters or
concepts owned by Hasbro, Hasbro Studios, Studio B Productions, DHX, or Top Draw Animation. All MLP fan art is used with permission of
the artists.
MLP45E Credits
License
77
Ability scores updated for all races to more closely match D&D 5e final
release.
Darkvision and Low Light Vision racial traits updated to match D&D 5e final
release.
Races which had Arcane Initiate feat updated to the D&D 5e final version of
that feat, Magic Initiate.
Earth Pony
Resilient trait renamed due to a feat of the same name being in the D&D 5e
PHB and also revised.
Resilient trait renamed due to a feat of the same name being in the
D&D 5e PHB and also revised.
Brave trait now also applies against effects that terrify.
Dragon
Immature Wings trait now allows multiple uses with exhaustion risk.
Removed 10 reach.
Elusive trait updated to work with new rules for disengage action.
Fey Step removed, replaced with the D&D 5e wood elfs ability to
hide while only lightly obscured.
Hippogriff
Racial traits revised to match any revised pony traits they were
derived from.
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Added a section for each of the official domains from the D&D 5
Edition Players Handbook on how to use them in Equestria, some
with house rules.
Chaos Domain
MLP45E Credits
Changelog
78
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Love Domain
Gossip: In the D&D 5e playtest, the Search skill didnt really conflict with
th
Gossip as a skill concept. In the final release of 5 edition, Search was
renamed Investigation, and it has expanded to encompass similar game
space. Therefore, Gossip has been removed. In its place, the Deception,
Persuasion and Investigation skills should be used, depending on the need.
New Feats
Many feats underwent extensive revisions. Please review any feats you
chose from the previous version to see if they were updated.
Chapter 5: Magic
Apprentices Conjuration: Changed chance to notice to a flat DC 12.
Apprentices Telekinesis: Re-worded for clarity.
Cloud Walk: Added Ritual keyword.
Come to Life: Modified berserk table to be less deadly.
Dust Devil: Changed from Strength save to Strength or Constitution save.
Eldritch Blast: Added this warlock spell to the Wizard spell list, because it fits the
iconic MLP unicorn energy blast so well.
Fabricate: Cut this spell as it now appears in the D&D 5e Players handbook.
Gossamer Wings: Cloudwalking ability is now lost when the wings are destroyed, to
match the episode.
Reverse Gravity: Renamed to Down Is Up because the D&D 5e PHB has added its own
version of the spell. Also reduced maximum duration to 1 minute.
Telekinesis: Reworded for clarity, increased some weight limits.
Chapter 6: Equipment
Chapter 7: Gameplay
Help Up: Revised to work with the addition of bonus actions.
Overrun: Updated references to the Hustle action to Dash instead.
General: New power now learned at every 4 level. Additional points come slightly
earlier, at the same 4-level interval.
Hold Your Horses: Updated to work with finalized 5e action economy.
MLP45E Credits
Added numerous new items, both custom and from the D&D 5e Players Handbook.
Healers Kit: Added new use for proficient users.
Cameras: Changed tool proficiency from film development kit to the camera itself.
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