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Welcome!
MLP45E (My Little Pony: For 5th Edition [D&D]) is a rules supplement intended to be used in conjunction with the upcoming 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.
If you wish to role-play using these rules, you can get started with the official “D&D Next” playtest (beta) rules, on which MLP45E was built. Although you can find the D&D Next
playtest files on the internet, it’s not legal to distribute them to anyone unless you were a D&D Next beta playtester and even then you were only allowed to distribute them to your roleplaying
group. I encourage you to go to DNDClassics.com and purchase one of their 5th edition adventure PDFs, which includes the playtest rules you can share with your group. I recommend starting
with the “Ghosts of Dragonspear Castle” adventure. I intend to adapt these adventures to the Equestria setting eventually and release these conversion notes as a follow-up on my DeviantArt
page.
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Because MLP45E is built on the D&D 5 Edition playtest rules, MLP45E itself is also in playtest mode. The D&D rules will change slightly by the time Wizards of the Coast releases the
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official products, starting with the D&D 5 Edition starter set in July of 2014. The Player’s Handbook, Monster Manual, and Dungeon Master’s Guide will follow beginning in August. Once the
official books are released, MLP45E’s playtest phase will be concluded and a final release version will be posted that takes any changes into account. Any feedback you provide would be most
appreciated!
MLP45E – Introduction
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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, it’s 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
Q: I’m new to Dungeons and Dragons. How does this work?
than resorting to violence, or only using it as a last resort (just like in the cartoon). You
A: Dungeons and Dragons is a fantasy roleplaying game. In it, one person takes on the
can also assume that rather than killing their opponents, players beat them up, and the
role of the Dungeon Master, abbreviated as DM. In this rule set I use the term GM (Game
villains learn their lesson or are brought to justice. Like Discord’s redemption, it can be a
Master), as it’s more generic. The DM/GM creates the setting, tells the story, and uses the
lot of fun to have a former villain come back later to help out the players.
rules and their own decision-making to decide what results from the actions of the players.
The players typically number from 1 to 6, although most people would probably
Q: So what are the GM’s responsibilities?
consider 4 or 5 players to be the best number. Each player creates their own unique
A: Before the game, the GM prepares an adventure in which the player characters
character by choosing a race and class, customizing it to their liking, and writing a
will participate. Adventures can range from simple problem-solving (find out who’s
background for him or her. Ideally, each character in the party should be good at different
stealing pies from Granny Smith’s window) to political intrigue, to exploring a complete,
things, so that together with teamwork, they become greater than the sum of their parts.
detailed castle ruin filled with dangerous monsters and valuable treasures. You can find
The GM works together with the players in creating a fun, exciting, personalized narrative
pre-written adventures all over the internet, some free and some for sale. There are
for the characters to participate in.
entire websites dedicated to adventure ideas, even random tables that generate
adventure ideas. All are easy to find on the internet if you’re feeling creatively stumped
Q: So what does MLP45E bring to the table?
or in a rush for time. rpg.drivethrustuff.com and DNDClassics.com are excellent sources
A: MLP45E is intended provide the races, feats, magic, backgrounds, skills, and
of PDF adventures. One of the best sources of adventures is Dungeon Magazine. If you
equipment that are unique to Equestria as a setting. The intention is to use all 5e rules,
subscribe to Wizards of the Coast’s D&D Insider service (about $10/month, less for
classes, and abilities as-is with as few changes as possible to make it easier to learn for
recurring subscriptions) you can download every PDF issue of Dungeon Magazine for
everyone. MLP45E does add two major, all-new optional modules: Cartoon Physics and
free, and have dozens of professional-quality adventures ready to use on your computer
Zingers.
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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
Q: Wait, isn’t this all fanon/headcanon from this point forward?
along with others and at least attempt to make friends. Some groups play evil characters,
A: Indeed! In order to flesh out Equestria as a complete setting, many assumptions
but unless all the players and the GM are in agreement with their expectations, such a
have to be made. In all cases I tried to cleave as close to the show’s canon as possible. In
campaign can quickly become un-fun.
many cases, however, we only have brief glimpses of some of the show’s species, spells,
With that in mind, you should cooperate with the other players when making your
and equipment, so many gaps have to be filled in. Especially for the character races, I
characters. The most effective parties usually have a good blend of character races and
have provided some suggestions but left the majority of it open to the GM’s
classes, each with abilities that complement their allies. The classic D&D group consists of a
interpretation. Like any roleplaying game, the GM is always free to change things as he
fighter, cleric, wizard, and rogue. If the group is small, the GM can also choose to create an
or she sees fit.
NPC helper or two to join your group and fill out any missing roles.
Finally, make sure that everyone is having fun. Make sure you’re not hogging the
Q: How can there be clerics or paladins when Equestria doesn’t have gods! And how
spotlight from the other players, but also make sure that you’re contributing to the game
can non-unicorns use magic?
and everyone’s enjoyment. The GM has a difficult task, so try to be understanding if you
A: In show-canon Equestria, only unicorns are depicted as having the ability to use
think they are in the wrong, or forgetting something, and talk to them in private rather
magic. If you were to limit magic to only unicorns, then that would lock non-unicorns out
than calling them out.
of more than half of D&D’s classes. In order to support the most classes while still
making a nod to unicorn-unique magic, MLP45E makes these assumptions:
Q: I’m already familiar with D&D, but not with 5th edition. What is it like?
Arcane magic: Used by bards, mages, and sorcerers, arcane magic is available only
A: “DND Next” or 5th edition is a “unification” edition which takes some of the best
to unicorns and certain other races. This magic comes from within the user, is powered
elements of 3rd and 4th edition while trying to avoid the pitfalls of those versions and
by their own life force, and is channeled through their horn(s). Warlocks are a unique
getting back to a simpler D&D. The primary feature is “bounded accuracy” which puts tight
case. While they do use arcane magic, warlocks are granted the ability to use this magic
controls on the die roll bonuses so common (and difficult to track) in past editions. There is
through a pact made with a powerful eldritch being. Warlocks are not yet available to
also a hard cap of 20 on ability scores for player characters. Fortitude, Reflex, and Will are
play in the D&D 5th edition playtest, but the assumption is that any race can become a
gone, and saving throws are keyed off each ability score. Feats are harder to get but much
warlock and use this “borrowed” pact magic even if they can’t create it themselves. They
more powerful in scope, being more like expanded class features than 3e or 4e feats. 5e
will appear in the upcoming D&D Player’s Handbook, to be released in August 2014.
also features character backgrounds (similar to 4e themes), ritual magic, and hit dice
Divine magic: Used by clerics and paladins, divine magic is available to all races.
(somewhat similar to 4e’s healing surges). Finally, there are robust multiclassing rules
Whether it is provided directly by gods or simply powered by the positive energy
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Q: What are the rules for quadrupeds gripping weapons?
A: It’s been demonstrated in the show that quadruped characters can get along just
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fine without opposable thumbs. Whether that’s through using their incredibly dexterous
mouths or fetlock “wrist” grip, they seem to have no trouble changing diapers, chopping
down trees, writing, and performing surgery without hands or magic. Therefore, no special
rules are needed. Like most things in Equestria, it’s best if you don’t think too hard about it.
If you want to be a stickler, use these assumptions:
Two-handed weapons: These are gripped either by the mouth (preferred) or with two
hooves. The problem with the two-hoof grip is it prevents quadruped characters from
moving around effectively unless the weapon is stowed, since (except for the occasional
dance routine) they walk on all fours.
One-handed weapons: A single one-handed weapon can be gripped by the mouth.
Dual-wielding of light weapons is typically done by strapping them to the forelegs.
Shields: Bucklers and shields can be strapped to a foreleg. A leg with a shield cannot
be used to wield a weapon.
Spellcaster implements: Holy symbols and the like can all be worn on clothing and
don’t need to be gripped. Rods, staves, wands, are gripped in the mouth or fetlock when
needed, and are tucked in a pocket, sheath, or under a belt when not.
Levitating Weapons: Unicorns (and other magic-using races) have an option available
to use their magic to control weapons. See the race descriptions in Chapter 2 and 3 for
details.
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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 A Note on “Race”
cases I have taken existing D&D racial abilities and added them where I felt the flavor would be appropriate. Although I haven’t read much in I use the term race throughout these
the way of fan fiction, but some of the abilities have been adapted from those sources. documents because, though technically
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If you’re already familiar with the 5 -edition D&D races, you’ll probably notice that these races are a bit more powerful than normal. The incorrect, that has always been 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. standard term used in D&D to denote the
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 differing character species available.
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, you’ll want to
give characters who are members of standard D&D races a bonus feat to keep them balanced with Equestrian races.
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The Appaloosan ponies
account for the majority of Earth In order to make sure earth ponies don’t fall
Earth ponies are the most numerous of the equine races. They reside in groups ranging behind pegasi and unicorns, their legendary
ponies throughout Equestria.
in size from small, nomadic herds to massive cities. Their natural magic is subtle and often toughness and strength needed to be
Most live in small farming and
manifests as superior strength, stamina, personal magnetism, or close ties with the plants represented favorably in the mechanics.
fishing communities. Appaloosas
and creatures of the earth. Earth ponies are responsible for nearly all food production in They are one of the most flexible races, with
are distinct in that they often
Equestria. Although they are incapable of flight like pegasi, or direct control of their magic the five subraces covering a wide range of
have spotted coats. They are the
like unicorns, they can still excel in any profession. Perhaps it’s that perceived need which character concepts. Don’t take the horse
founders of both Appleloosa and
drives many earth ponies to become the nation’s foremost experts in their fields of interest. breeds too literally though—they’re still all
Ponyville, among many other
towns. ponies and even within the same family,
Earth Pony Traits Ability Score Adjustment: siblings might represent different subraces.
Ability Score Adjustment: Your Constitution Your Wisdom or Charisma score
score increases by 1. increases by 1.
Size: Medium Country Wisdom: Choose
Speed: 30 feet. one skill from this list: Animal Handling, Insight, Nature, or Survival. You have advantage
Vision: Normal on checks of that skill.
Languages: Equestrian and one additional Crafty: You gain proficiency in a Tool of your choice.
Natural Weapons: You are proficient with your Pilgrim Trader: Choose Bovine, Canine, Cervine, French, or Griff. You speak enough of
hoof and bite attacks, which deal 1d6 bludgeoning the chosen language to hold a conversation.
damage.
Cutie Mark: All ponies receive a cutie mark by Arabian (Subrace)
adulthood. You determine what your cutie mark The ponies of distant Saddle Arabia are taller and slimmer than the average earth
looks like and the ideal it represents (see “Ideals, pony. One could assume that their culture is significantly different from that of Equestrian
Flaws, and Bonds” on page 14 of the How to Play ponies. That is left for the GM to flesh out.
document). Once per day, you can reroll a die roll Ability Score Adjustment: Your Intelligence, Wisdom, or Charisma score increases by
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Mustangs roam Equestria’s open plains and are known for their agility and swiftness.
Slow Fall: When you fall 30 feet or
Ability Score Adjustment: Your Dexterity or Charisma score increases by 1. The base pegasus flight capabilities
more, you can use your reaction to
Fleet of Hoof: Your speed increases by 5 feet. represent the average pegasus. Super
spread your wings and slow your fall,
Born to Run: You have advantage on any saving throws against effects that restrain you speed abilities like those Rainbow Dash
preventing you from taking any falling
or slow your movement. In addition, you can treat the first 5 feet of difficult terrain each turn demonstrates regularly are available as
damage. For every 10 feet you slow
as normal terrain. cartoon physics abilities.
fall, you can move 5 feet horizontally.
The subrace names are simply
Keen Senses: You have advantage
headcanon and of course you’re free to
Pegasus Pony on Wisdom (Perception) skill checks.
Subrace: Choose a subrace. Two
change them. “Pennate” is a Latin term
which means “feathered” and Nocturnus
are described here: Pennate and
The pegasi are the second most numerous of the equine races. Most live in floating cloud implies the nocturnal nature of bat-
Nocturnus
cities such as Cloudsdale, but they are still common elsewhere, making up roughly 25% of the ponies (which isn’t a very practical official
populations of other pony cities. Pegasi are responsible for managing the weather throughout Pennate (Subrace) name for a subrace)!
all of Equestria’s populated lands, dissipating dangerous storms while still providing sufficient Pennate pegasi have light, lithe
rainfall for abundant agricultural production. Pegasi are also natural warriors, and make up bodies built for speed. Their powerful, feathered wings lift them into the air with ease.
the majority of the Canterlot Royal Guard corps, including the elite Wonderbolts team. Most hail from the aerial cities of Cloudsdale and Las Pegasus. They are the pegasi most
people think of when they hear the name.
Pegasus Pony Traits Athletic Poise: Choose Acrobatics, Athletics, or Stealth. You have advantage on
Ability Score Adjustment: Your checks of that skill.
Dexterity score and either Constitution or
Charisma increases by 1. Nocturnus (Subrace)
Size: Medium Nocturnus pegasi have large, bat-like wings,
Speed: 30 feet. eyes with slitted pupils, pointed canine teeth,
Vision: Normal and dark coats. Parents tell their children scary
Languages: Equestrian and one stories about Princess Luna’s Nocturni guards
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Design Notes: Unicorns
Arcane Weaponmaster
Unicorns are the least numerous of the three pony races, although they are still more It’s apparent in the show that unicorns
(Requires Apprentice
common than most non-equines. Like pegasi they have founded their own cities, which are (Especially Twilight) are only as powerful
Telekinesis cantrip): You can
typically in hilly or mountainous regions where their magic is needed to sculpt the terrain to as the story requires them to be at the
expertly wield a two-handed
be suitable for construction. Unicorns are still common in earth pony cities, making up moment. That doesn’t really work in a
weapon, weapon and shield, or
roughly 20% of the population. Unicorns have the most direct control over their natural roleplaying game. Spells need to act
dual-wield light weapons
magic, which they achieve through focusing on the horn in their foreheads. In ancient times consistently or suspension of disbelief
telekinetically with your magic.
unicorns controlled the movements of the sun and moon, although that responsibility has suffers.
When you make an attack with
fallen to the royal sisters since their ascendance. Of all the equine races, unicorns seem most I’ve tried hard to capture the exact
that weapon, you can use your
drawn to intellectual pursuits such as art, music, and craft, although there are still plenty of capabilities of spells used in the show,
magical ability modifier for the
unicorn soldiers, farmers, and merchants. but in some cases they needed to be
attack and damage rolls instead
limited for game balance purposes. That
of your Strength or Dexterity.
Unicorn Pony Traits
said, unicorn characters get to choose to
Higher Education: You gain
be either a magical prodigy like Twilight,
Ability Score Adjustment: Choose any two: training in a bonus skill of your
or more like your typical background
Intelligence, Wisdom, or Charisma. The chosen choice, and the remaining ability
unicorn.
scores increase by 1. score you did not choose to
Size: Medium increase for your initial ability
Speed: 30 feet. score racial adjustment
Vision: Normal (Intelligence, Wisdom, or Charisma) increases by 1.
Languages: Equestrian and one additional
Natural Weapons: You are proficient with
your hoof and bite attacks, which deal 1d6
bludgeoning damage, and your horn attack
Crystal Pony
which deals 1d6 piercing damage. 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
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The buffalo tribes roam the open plains of southern Equestria, from the San Palomino Diamond dogs are an apelike canine race with oversized forelegs and undersized hind
Desert to Dodge Junction, and their annual migrations take them through the center of that legs. They normally walk and run on all fours, but have no trouble standing upright and
range, Appleloosa. Buffalo culture resembles that of Native Americans. Recently the buffalo using their forelegs (complete with opposable thumbs) as arms. Their tails are stubby and
have made peace with the ponies of Appleloosa, and some young buffalo are beginning to mace-like, with bony spikes or knob. Like all canines, they possess a keen sense of smell.
explore pony culture. Their mammoth size sometimes gets them into awkward situations, but A colony of diamond dogs lives near Ponyville, underneath Rarity’s favorite gem-
it has its advantages. hunting 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
Buffalo Traits exists on the border of Equestria, and their queen requested Rainbow Dash to come and
perform an aerial stunt show for them.
Ability Score Adjustment: Your
Strength score increases by 2 and your
Constitution score increases by 1. Diamond Dog Traits
Size: Large Ability Score Adjustment:
Speed: 30 feet Your Constitution score
Vision: Normal increases by 1.
Languages: Bovine, Equestrian, Smoke Size: Medium
Signs Speed: 25 feet.
Natural Weapons: You are proficient Darkvision: You can see
with your head-butt attack, which deals 1d8 in darkness within 60 feet of
bludgeoning damage. you as if it were dim light.
Large and In Charge: As a large-sized When you do so, your vision is
creature, you occupy a 10-foot diameter in black and white.
circle in combat. You can carry, lift, pull, Languages: Canine and
and push twice as much weight as a Laughing Water, Buffalo Spirit- Equestrian
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Recognize an individual you know well 15
Recognize an individual you have met at least once 20 Donkeys, and their half-horse hybrids--hinnies and mules--are all unique breeds with
Every four hours that have passed +1 to the DC slightly different characteristics, but I’ve decided to place them all under the same
Rain or snow in the area +5 to the DC category. A hinny is the offspring of a male horse and female donkey, while a mule is the
Particularly overpowering smell nearby Disadvantage 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,
Magic Resistant: You have a +2 bonus to all surefooted, patient, and tough, sharing many of the traits of earth ponies.
saving throws against magic spells Design Notes: In Equestria, donkeys hinnies, and mules appear to live normal, modest lives among
Shifty: When an opponent misses you with an Diamond Dog the pony majority. Cranky the donkey lives up to his namesake, but other examples of this
attack, you can use your reaction to disengage. Other than their single group seem well-adjusted and easy to get along with.
Subrace: Choose a subrace. Three are described appearance in season 1 and
here: Doberman, Mastiff, and Pug. coming up in the IDW Friends Donkey Traits
Doberman (Subrace) Forever #6 comic, there is Ability Score Adjustment:
little to go on for these guys. Your Constitution score and either
Diamond Dog Dobermans lie halfway between They are currently based on Strength or Dexterity increase by
their larger and smaller kin. Their keen wits often lead D&D dwarves, with a few 1.
to them becoming the brains of any diamond dog additional abilities borrowed Size: Medium
outfit. from halflings. Speed: 25 feet
Ability Score Adjustment: Your Intelligence,
Vision: Normal
Wisdom, or Charisma score increases by 1.
Languages: Equestrian and
Crafty: You gain proficiency in one tool of your
one additional
choice.
Natural Weapons: You are
Mastiff (Subrace) proficient with your hoof and bite
attacks, which deal 1d6
Diamond Dog Mastiffs are the big muscular brutes of their race. They are most
10
Dragon
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
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flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
In exceedingly rare situations, a young dragon finds itself orphaned, abandoned, or even padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends
voluntarily leaving the company of other dragons to associate with ponies. One of the most your breath weapon like any other use.
well-known is Spike, assistant and confidant of Princess Twilight Sparkle. Like the equine Damage Resistance: You have resistance to the damage type associated with your
races, dragons also possess innate magic, but theirs usually empowers their physical might dragon color.
and the power of their dragon breath. Occasionally, a dragon learns to control its innate Immature Wings: Your
magic, allowing it to cast spells like a unicorn. Most Equestrian dragons normally breathe fire, wings have emerged recently,
but it’s rumored there are other dragon types who breathe acid, cold, lightning, and poison. although it will be some time
before they are strong enough
Dragon Traits to enable regular flight. In the
meantime, you can use them
Ability Score Adjustment: Your
for short bursts of flight and
Strength score and either Charisma or
Constitution increase by 1. Design Notes: Dragon some controlled gliding. You
This write-up assumes a slightly older, can use your movement to fly
Size: Medium
winged dragon, like the teenagers the same distance as your
Speed: 25 feet
appearing in the episode “Dragon Quest.” ground speed, but if you do so
Vision: Normal
and that Spike will eventually grow wings more than once before you
Languages: Equestrian, Draconic
once he’s older. There’s no canon complete a short rest, each
Natural Weapons: You are
evidence of dragons using overt magic additional use after the first
proficient with your claw and bite
spells like unicorns, so you can always costs one of your Hit Dice.
attacks, which deal 1d6 slashing damage
disallow that option if you like. I included Glide: When you fall 30 Zuri and Argent By Cheezedoodle96
and piercing damage, respectively.
it to help break the unicorn monopoly on feet or more, you can use your
Dragon Type: Choose a dragon type
arcane magic, and because D&D dragons reaction to spread your wings and slow your fall, giving you resistance against falling
from the table below, which determines
often have spellcasting ability. damage. For every 10 feet you fall, you can move 5 feet horizontally.
your scale color and appearance, as well
Dragon Bloodline: Choose two dragon bloodline abilities from the list below.
11
Griffon
Ferocious Roar: You can use your action to belt out an impressive roar in a 15-foot
cone. Each creature in the area is deafened until the end of your next turn, and the first
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creature to attack them while they are deafened has advantage. A successful Con save
Griffons are a predatory race of half-lion, half-bird creatures who hail from beyond negates the effects. The save DC is 8 + your Constitution or Charisma bonus + your
Equestria. They have the body, hind legs, and tail of a lion, and the forelegs, talons, wings, proficiency bonus.
and head of an eagle, hawk, or owl. Although fairly rare, griffons have at least one Creatures who fail the save by 10 or more are frightened. After you use your roar,
community within Equestria itself, and even sent a team to the Equestria Games. Some you cannot use it again until you complete a short rest or a long rest.
griffons have integrated into pony culture and can be found living in the cities and towns of Pounce: If you hit an opponent with a charge attack, contest the target’s Strength or
Equestria, especially pegasus cities such as Cloudsdale. Griffon flight abilities are comparable Dexterity (their choice) against your Strength. If you win, you knock the target prone.
to those of pegasi, and their sharp beak, talons, and lion-like roar make them strong physical
Minotaur
combatants.
Griffon Traits
Ability Score Adjustment: Your Strength Minotaurs have the dubious honor of being Equestria’s only known humanoid race.
score and either Dexterity or Charisma increase Despite their frightening appearance, they seem to get along well enough with equines,
by 1. but nothing is known of their culture. Are they lone wanderers eking out a living among the
Size: Medium ponies? Or do they have their own communities elsewhere in Equestria? Perhaps they are
Speed: 30 feet normally subterranean, and live in underground cities? These are things for the GM to
Low-Light Vision: You see as well in dim light decide for their campaigns.
as you do in bright light.
Languages: Griff, Equestrian Minotaur Traits
Natural Weapons: You are proficient with
Ability Score Adjustment: Your Strength score
your claw and bite attacks, which deal 1d6
increases by 2 and your Constitution and Charisma
slashing damage and piercing damage,
Alex (Alexander Ironclaw) scores increase by 1.
respectively.
Size: Large
Flight: You have a fly speed of 50 feet. If you By Equestria-Prevails Speed: 30 feet
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charge an opponent with your horns. I tried to avoid basing the entire minotaur results. At any point in the coming day you can use one of those die results for your own
This attack is reckless, so opponents race on Iron Will’s eccentric behavior, but d20 roll or that of a friend instead of rolling. Once a die is used in this fashion it is
have advantage on attacks against you his catch phrases were just too fun to not discarded. Any unspent die results are discarded when you begin a long rest.
until the start of your next turn. make them into racial abilities. Consult the Spirits: You can use the Augury spell as a ritual once per day, even if you
If the attack hits it deals 2d6 Minotaurs are one of the species I hope cannot normally cast spells. You begin play with the material component for free.
damage and you contest your Strength the show revisits someday. It would be Astute Observer: You have advantage on Wisdom (Insight) checks and on all checks
against the opponent’s Strength or interesting to learn about their culture in and saves against illusions.
Dexterity. If you win, the target is also Equestria. Meditative Healing: You heal one additional hit point for each hit die you spend.
knocked prone.
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
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st
a 1 -level ranger. If you become a ranger, you gain free training in the Perception skill.
Changeling society is ruled by a hive-mind, centered on each hive’s queen. The
members of each individual changeling colony are telepathically connected to all the other Scent Situation DC
members of the same group. They hear each other’s thoughts in their minds, so orders from Recognize a familiar species 10
the queen are passed down instantly and any non-harmonious thoughts are quickly rooted Recognize an individual you know well 15
out. Rival colonies are constantly at war with each other in their subterranean realms, so Recognize an individual you have met 20
there is usually little opportunity for changelings to venture to the surface. Every four hours that have passed +1 to the DC
Occasionally a changeling hatches that finds itself out-of-tune with the hive. Such Rain or snow in the area +5 to the DC
“defective” hatchlings are usually discovered and eaten, but sometimes a changeling’s link Particularly overpowering smell nearby Disadvantage
with the hive breaks much later in life. Such individuals find themselves confused and
frightened, paralyzed with inaction because they suddenly have to decide for themselves Flight: You have a fly speed of 30 feet. If you are at half your maximum HP or less,
how to behave and what to do to ensure their survival. Since their siblings no longer hear your fly speed is halved and you must make a DC 15 Constitution check to gain altitude.
their telepathic “voice” they are treated as enemies and killed. If you are at one-quarter your maximum HP or less, you cannot fly. You can only slow fall
Those few who manage to escape usually venture to the surface, and use their shape- to the ground (see below).
changing abilities to try to blend in with the locals. Fitting in is difficult, for a number of Cloud Walking: You can touch and interact with clouds as if they were solid (albeit
reasons. They are not used to interacting with others verbally, providing for their own soft) ground. This means you can sit or lie on clouds, move them around, gather them
nourishment or lodging, or making friends. In fact, one of the strangest experiences together, or buck them apart with your hooves. You can also stomp on thick clouds and
orphaned changelings invariably have is the need to give themselves a name. In the hive, force them to rain, or possibly even coax out a small lightning bolt if it’s a thick enough
they simply were called by their rank--worker, drone, soldier, etc. To the average cloud.
changeling, the concept of personal names is something normally reserved for their queen. Slow Fall: When you fall 30 feet or
more, you can use your reaction to
Changeling Orphan Traits spread your wings and slow your fall, Design Notes:
Ability Score Adjustment: Your
preventing you from taking any falling Changeling Orphan
damage. For every 10 feet you slow fall,
Dexterity score increases by 2. As we saw in A Canterlot Wedding,
you can move 5 feet horizontally.
changelings make great villains, but
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hold its breath for extended periods). If you change into a form with superior senses such Although the show has depicted deer as normal forest creatures, treating deer as
as an eagle’s vision, you gain that sense. Any other form you take that has some sort of equivalent to Tolkien-style elves is quite popular in fan fiction. Since the horn is so
special characteristic should be adjudicated by the GM, but generally the ability you gain strongly tied with arcane magic and most female deer species lacked horns, this sexual
from the form should be equivalent to a feat in terms of power. Note that changing into a dimorphism provided an interesting conundrum that I thought was worth exploring.
unicorn does not grant you access to arcane magic. Please note that I’m not being sexist here. There’s nothing wrong with the sexes being
If the form can speak, you can speak in its voice, but unless you’re familiar with the different as long as they are still equal in ability.
target, you don’t know its mannerisms. Close friends of the target can tell you’re an That said, of course if you would rather have males and females of both species use
imposter if they beat you at a contest of your Charisma (Deception) against their Wisdom the same stats, simply state that they all have antlers, and make the appropriate
(Insight). If you win the contest by 4 or less, they are suspicious but see no reason to adjustments.
disbelieve you. If you win the check by 5 or more, they are convinced that you are the One thing that this write-up has not considered is the fact that deer shed their
genuine article. If, later on, something comes up where they have reason to be suspicious antlers in the winter. Do they then lose their arcane spellcasting ability for a few
again, they can retry the contest. months? Or have they petitioned the gods to let them keep their antlers year-round?
Brittle: You have an exoskeleton which is less resilient to damage than creatures with You decide!
skeletons. Whenever you take piercing, slashing, bludgeoning, or force damage, you take 1 Finally, although Sirzi’s art depicts these deer with cutie marks, I didn’t originally
extra point of damage. intend for deer to have them. If you wish to give deer cutie marks, I’d recommend not
giving the mark a mechanical benefit like those the equines have, for simplicity’s sake.
Deerfolk
Elk and Moose (Subraces)
The deerfolk are an aloof, secretive lot. They don’t tend to trust equines on first
This entry covers both the elk and moose subraces. They are much larger than their
meeting, although they are not normally openly hostile except when their homelands are
other deer relatives, but they don’t have quite the same level of magical aptitude as
invaded. White-tail and reindeer are fast, agile, stealthy, and innately magical, proud
reindeer or white-tails.
masters of magic in all its forms. Their artwork, especially musical instruments, jewelry, and
Ability Score Adjustment: Your Strength and Constitution scores increase by 1.
wine, are also highly coveted. Elk and moose are less secretive and more likely to make
Ancient Pact: If you are a male, you are eligible for the arcane classes bard, mage,
Deerfolk Traits
Big Brute: Your weapon attacks with manufactured weapons sized appropriately to
you deal 2 extra damage.
Ability Score Adjustment: Your Dexterity score increases by 1. Reliable Strength: You have advantage on all Strength checks, Strength (Athletics)
Size: Medium checks, and Strength saves.
Speed: 35 feet
Low-Light Vision: You see as well in dim light as you do in bright light. Reindeer (Subrace)
Languages: Cervine, Equestrian, and Tail Signs Reindeer live in the northern reaches of Equestria. Their tribe asked the gods to bless
Natural Weapons: You are proficient with your hoof and bite attacks, which deal 1d6 their females with antlers, like those of the males, and the gods obliged.
bludgeoning damage, and your horn gore attack, which deals 1d6 piercing damage. Ability Score Adjustment: Your Intelligence or Wisdom score increases by 1.
Subrace: Choose a subrace. Four are described here: Elk, Moose, Reindeer, and White-
Tail Deer.
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Magical Prodigy: Choose Arcane or Druidic as your Fey Step: You can use your movement to teleport a distance up to your speed. You
specialty. If you choose Arcane, you gain the Arcane Magic must have an unblocked line of sight to the destination to use this ability. After using fey
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and Arcane Initiate abilities. If you choose Druidic, you gain step, you cannot use it again until you complete a short rest.
the Druidic Magic and Druidic Initiate abilities.
Hippogriff
Arcane Magic: Your antlers grant you the
capability to wield arcane magic. This means that
you are eligible for the bard, mage, and sorcerer
classes. While you cast or concentrate on a spell,
Like griffons, hippogriffs are a hybrid race. They are similar to griffins except that
both your antlers and the target of the spell glow
they have a pony’s hindquarters and tail instead of a lion’s. They also lack the griffon’s
with a magical aura. The color of your magic aura
lion-like roar. In your campaign, hippogriffs can be one of several things:
is determined at birth and never changes (unless
• They may be their own unique race, unrelated to either equines or griffons.
you use dark magic).
• They may be a natural crossbreed
Arcane Initiate: You gain the Arcane Initiate feat.
of equines and griffons that has
Instead of a first-level spell, you can select two
bred true over time and formed its
additional cantrips.
own communities, culture, and
Druidic Magic: You have a close connection with traditions.
the earth. You feel its life force flow beneath Niceprill
• They may the product of griffon
your hooves, and can tap into its primal might. By Sirzi and pony parents that may require
You are eligible for the druid and ranger classes. the assistance of magic for
Druidic Initiate: You gain the Druidic Initiate feat. Instead of a first-level spell, conception to occur. Such offspring
you can select two additional cantrips. would typically be raised in the
Elusive: When you are missed by a melee attack, you can use your reaction to culture of their parents.
disengage. This write-up assumes that
Fey Step: You can use your movement to teleport a distance up to your speed. You hippogriffs are crossbreeds, either natural
must have an unblocked line of sight to the destination to use this ability. After using fey or magical, and that they inherit a cutie
step, you cannot use it again until you complete a short rest. mark from their equine heritage.
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Cutie Mark: Hippogriffs receive a cutie mark from their half-pony heritage by known simply as “dragon-ponies” since only historians will likely be familiar with the
adulthood. You determine what your cutie mark looks like and the ideal it represents (see proper term. Most kirin will be raised by their parents, but some may find themselves
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“Ideals, Flaws, and Bonds” on page 14 of the How to Play document). Once per day, you orphaned or abandoned. Their dragon-like appearance may be frightening to others, so
can reroll a die roll associated with an action that is directly relevant to your cutie mark’s often kirin have difficulty making friends. If you create a kirin character, select either
ideal. Alternately, you can select something from the Alternate Cutie Mark Talents list in earth, pegasus, or unicorn pony for your heritage.
Chapter 4: Character Options.
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 slow fall 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 buck them apart with your hooves. You can also stomp on thick clouds and
force them to rain, or possibly even coax out a small lightning bolt if it’s a thick enough
cloud.
Slow Fall: 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.
Keen Senses: You have advantage on Wisdom (Perception) skill checks.
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Blue or Bronze Lightning 5 x 20 ft. line (Dex. Save) cloud.
Brass Fire 5 x 20 ft. line (Dex Save) Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
Red or Gold Fire 10 ft. cone (Dex Save) Slow Fall: When you fall 30 feet or more, you can use your reaction to spread your
Green Poison 10 ft. cone (Con Save) wings and slow your fall, preventing you from taking any falling damage. For every 10
White or Silver Cold 10 ft. cone (Con Save) feet you slow fall, you can move 5 feet horizontally.
Purple Fire 10 ft. cone (Dex Save)
Unicorn Kirin (Subrace)
Breath Weapon: You can use your action to exhale destructive energy. Your dragon Ability Score Adjustment: Your Intelligence, Wisdom, or Charisma score increases
type determines the size, shape, and damage type of the exhalation. When you use your by 1.
breath weapon, each creature in the area of the exhalation must make a saving throw as Unicorn Kin: You can select unicorn pony feats as long as you meet any other
indicated. A creature takes 1d6 damage on a failed save, and half as much on a successful requirements.
save. The save DC is 8 + your Constitution bonus + your proficiency bonus. Horn Attack: You are proficient with a horn or head-butt attack, depending on
th th th
The damage increases to 2d6 at 6 level, 3d6 at 11 level, and 4d6 at 16 level. After whether you have one horn or two. A horn attack deals 1d6 piercing damage, and a
you use your breath weapon, you cannot use it again until you complete a short rest or a head-butt attack deals 1d6 bludgeoning damage.
long rest. Arcane Magic: Your horn (or horns) grants you the capability to wield arcane magic.
Focus Breath: You can choose to concentrate your breath weapon attack down to This means that you are eligible for the bard, mage, and sorcerer classes. While you cast
affect a single adjacent object over multiple rounds. One round of such use will destroy or concentrate on a spell, both your horn and the target of the spell glow with a magical
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a aura. The color of your magic aura is determined at birth and never changes (unless you
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends your use dark magic).
breath weapon like any other use. Arcane Initiate: You gain the Arcane Initiate feat. Most unicorn kirin select
Damage Resistance: You have resistance to the damage type associated with your Apprentice’s Telekinesis and Light as their cantrips. Instead of a first-level spell, you can
draconic parent. select two additional cantrips.
Subrace: Choose a subrace: earth, pegasus, or unicorn for your hybrid pony type. You
gain the traits associated with that type (see below).
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Add these new cleric domains to the list of those available to in the regular D&D rules.
Love Domain
Chaos Domain
You revere the spirit of chaos, mischief, and trickery and its proxy, Discord. You disdain Magic Domain
the status quo, and strive to make sure things stay interesting. Although you don’t
necessarily act with actual malice, sometimes your actions have unfortunate, unforeseen Moon Domain
consequences. Clerics of chaos tend to be wanderers, moving from town to town, always
You revere the moon and its proxy, Princess Luna. You strive for mastery over the
looking for the opportunity for entertainment.
night, dreams, emotions, secrets, change, and illusions. Clerics of the moon are often
Domain Spells astronomers who study the night sky, or wardens who stalk the borders of the Everfree
Cleric Level / Spells forest and other dangerous wilderness areas.
1 Apprentice’s Teleport, Charm Person, Disguise Self
3 Invisibility, Phantasmal Force, Suggestion
Domain Spells
5 Aura of Invisibility, Dispel Magic
Cleric Level / Domain Spells
7 Confusion, Polymorph
1 Cause Fear, Protection from Evil
9 Dominate Person, Seeming Design Notes:
11 Mass Suggestion Chaos Domain 3 Cordon of Arrows, Darkvision, Hunter’s Design Notes:
Discord’s antics in the
Veil, Moonbeam, Phantasmal Force Moon Domain
Bonus Spells 5 Crusader’s Mantle, Dispel Magic
show are fun for us to The design of the moon
You gain the Apprentice’s Telekinesis and 7 Air Walk, Confusion domain lets clerics take on a
watch, but if a character 9 Seeming, Scrying
Prestidigitation cantrips if you don’t already have with this domain is stealthier archery role that
them. You also gain extra domain spells at level 1, 3, meshes well with rangers
constantly making trouble Night Stalker
and 11 and as shown in your Domain Spells table. for the party, it can make for and rogues. Although you’ll
You gain proficiency in the longbow, and you
a short, unhappy campaign. can use your magical ability modifier for attack still want Wisdom as your
Let Chaos Reign! highest stat, a 14 Dexterity
If you take the Chaos and damage rolls with the longbow instead of
You can use your reaction to snap your fingers (if
21
Order Domain Your spirit companion cannot be healed.
Design Notes:
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Shamanism Domain
When it drops to 0 hit points it disappears,
leaving behind no physical form. During a The shamanism domain is
Shamanism Domain short rest you can perform a brief ritual that intended to reproduce some of
restores all the spirit’s hit points or causes it the feel of the 4th edition
Rather than worship a specific god, you revere the spirits of your ancestors or the life
to manifest again at full hit points. shaman class, which isn’t yet
force of the world itself. They are your close, trusted friends and you can see them
Your companion acts independently of implemented in 5th edition. Its
wherever you go, even if others cannot. Shaman are usually prominent members of a tribe,
you, but it always obeys your commands. In spirit companions act as the
but sometimes they take to the road and become loaners, or are adopted into another
combat, it rolls its own initiative and acts on shaman’s eyes and ears, and can
group of friends.
its own turn. It cannot make attacks. While even deliver touch spells on the
Domain Spells you are within 100 feet of your companion, shaman’s behalf.
Cleric Level / Domain Spells you can communicate with it telepathically.
1 Cure Wounds, Protection from Evil Additionally, as an action, you can see
3 Augury, Locate Animals or Plants through your companion’s eyes and hear what it hears until the start of your next turn,
5 Prayer, Remove Curse gaining the benefits of any special senses it has. During this time you are deaf and blind
7 Death Ward, Divination with regard to your own senses.
9 Mass Cure Wounds, True Seeing Finally, while within 100 feet of your companion, you can have it deliver a spell on
your turn that requires touching a creature. The companion touches the creature on
Spirit Companion your behalf, provided nothing is preventing it from taking actions. If the spell requires an
You have an animal spirit companion chosen from this list: Bear, Boar, Cougar, Coyote, attack roll, you use your attack modifier for it.
Eagle, Lion, Owl, Panther, Snake, Tiger, Vulture, Wolf, or Wolverine. It has the following You can dismiss your current companion and choose a different one during a long
statistics: rest
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only half its normal hit points. During a rest you can perform the usual ritual to restore its
hit points. Proficiencies
Skills: Deception, Gossip, Persuasion
Spirit Traveler Tools: Clipboard
Starting at 20th level, you resist necrotic damage. In addition, once per day you can Languages: Any two common languages
use the Etherealness spell on yourself and your spirit companion at no cost in spell slots.
Equipment: Business cards (50), clipboard, fine clothes, hourglass, ink, ink pen,
megaphone, notebook, sealing wax, signet ring, 14 gb, 5 sb
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As you practice your trade, you earn a reputation for being a neutral party. While they You’ve dealt with the criminal underworld for a long time, and you know a number
don’t necessarily like you, people go out of their way to be on their best behavior around of tricks of the trade to help get things done when you need it. Other police officers
you, to avoid drawing your attention. When you interview people, they will often offer you usually respect you as a fellow cop and are willing to give you the benefit of the doubt
help, suggestions, and other clues to follow up on, to curry your favor. You also know your and may even go above and beyond to assist you. Normal folks try to be on their best
way around a crime scene, and the local police might allow you access if they know and behavior around you, and often volunteer information even when it’s not in their best
trust you. As your fame spreads, they may even come to you for assistance. interest. You know all the laws in your home area, and can quickly check up on local
codes by speaking with the town constables. You know the proper procedures for
Proficiencies capturing criminals and bringing them in for booking.
Skills: Gossip, Insight, Search
Tools: Photo Development Kit, Investigation Kit, Thieves’ Tools Proficiencies
Skills: Gossip, Persuasion, Search
Equipment: Business cards (50), chalk (10 pieces), crowbar, investigation kit, Tools: Investigation Kit, Thieves’ Tools
magnifying glass, notepad, pencil, traveler’s clothes, 7 gb, and 6 sb. Languages: One common language of your choice
Physician Equipment:
You have considerable knowledge of the equine body and its illnesses and afflictions.
You’re probably a generalist, although you might also specialize in a particular field. People Scientist
of all walks of life put their lives in your hooves without a second thought. While it’s true While others often accept what they are told, you go above and beyond to observe,
that magic can work miracles when it comes to healing the body, such service is usually question, hypothesize, test, analyze, and draw conclusions. This can sometimes be
hard to find, expensive, or simply unavailable, so your trade is always in heavy demand. difficult in a world of magic that is often confusing, but you believe even even magic
itself is ultimately beholden to the laws of nature.
Trait: Diagnosis & Treatment
No matter where you go, people will come from miles around to see you if you make Trait: Scientific Method
your services available, so you don’t often go wanting for food or shelter. This who can pay Although you focus on a specific scientific discipline, you also have broad general
for your attentions will gladly do so, while others will barter or outright beg. Speaking and knowledge on a number of topics. Your inquisitive nature sometimes leads you to take
working with such a wide cross-section of society is an enormous source of information and risks in the name of science, but you keep reminding yourself that your work will
rumor about a community, so within a week or two you’ll probably know or have heard of eventually lead to the betterment of civilization. Choose one of the specialties below.
just about everyone in a smaller community. The proficiencies and equipment received are unique to each specialty.
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shovel, tent, 5 gb, 4 sb.
History: Skills: History, Nature, Religion; Tools: Artisan tools (bookbinding); Languages:
Add these new feats to the list of those available in the D&D game. If you choose a
any two; Equipment: artisan tools (bookbinding), notebook, pencil, robes, tome
feat which grants proficiency in a skill, tool, or language in which you are already trained,
(Understanding Medieval Equestria); 17 gb, 9 sb.
you can instead choose a different proficiency of the same type.
Philosophy: Skills: History, Insight, Performance; Tools: gaming set (chess), musical th
A few of these feats appear in the 5 Edition D&D rules. The version that appears
instrument; Languages: any one; Equipment: chess set, fine clothes, musical instrument,
here is an update that clarifies how it should work for MLP45E.
notebook, pencil, 23 gb, 9 sb.
Accomplished Shaman
Psychology: Skills: Deception, Insight, Persuasion; Tools: Clipboard; Languages: Any
two; Equipment: clipboard, fine clothes, notebook, pencil, tome (general psychology), 8 gb,
4 sb. Everywhere you look, you see the spirits guiding you onward. You converse with them as
Sociology: Skills: History, Insight, Persuasion; Tools: none; Languages: Any three; easily as you would with the living.
Equipment: fine clothes, notebook, pencil, time (general sociology), 8 gb, 9 sb. Prerequisite: Zebra
Zoology: Skills: Animal Handling, Nature, Medicine; Tools: folding chair, healer’s kit; Spirit World Ambassador: Your number of Ancestral Spirits dice increases from
Languages: any one; Equipment: folding chair, healer’s kit, hunting trap, notebook, pencil, 3 per day to 5.
tent, traveler’s clothes, 19 gb, 9 sb. Channel the Spirits: Once per day you can spend one of your Ancestral Spirits
dice to cast one of the following spells as a first-level spell: Animal Friendship,
Weather Manager Create Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie
Fire, Fog Cloud, Goodberry, Gust of Wind, Healing Word, Purify Food and Drink,
You are (or were) one of the local weather management specialists for a town or
or Speak with Animals.
village. Your job is to ensure that the appropriate weather is delivered on schedule, and
Not-So-Evil Brew: During a rest you can spend one of your Ancestral Spirits
any irregularities are dealt with. If you are in active duty, you know the local weather
dice to create a magic brew at no material cost as long as you have access to a
schedule, and if not your predictions are quite accurate. Of course this position is only
spell component pouch or an outdoor location or natural subterranean cave
available to pegasi, griffons, and other creatures capable of flight, as it requires the
where you can gather ingredients. You can create acid, alchemist’s fire,
cloudwalking ability.
antitoxin, holy water, or a potion of healing. The item loses its power if it is not
Trait: Weather Eye used within 12 hours.
You probably know the official local weather managers (or are one yourself) or can at I Suppose You Could Call it a Curse: In addition to their other uses, you can
least find them easily enough. You know or can learn the local weather schedule for the use your reaction to assign one of your Ancestral Spirits dice to an opponent’s
Equipment: Local map, local weather schedule, map case, navigator’s tools, notebook, All-Team Organizer
traveler’s clothes, and 10gb. You’ve 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. You can spend tactics points to perform the
following actions. You recover spent tactics points after completing a long rest.
25
When a friend misses with an attack or fails at a contest against an opponent You have advantage on saving throws against fire effects and Constitution
adjacent to yourself or a third friend, use your reaction to let the friend re-roll saves to avoid exhaustion from hot weather.
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the attack or check.
When an opponent adjacent to you or a third friend hits your friend or beats Cartoon Physique
them in a contest, use your reaction to force the opponent to re-roll the attack
You have a well-developed sense of comedic timing.
or check.
You gain two additional cartoon physics power slots
In addition, you can do the following without needing to spend tactics points:
You gain two additional cartoon physics points.
Use your action to allow a friend to use the Charge, Disengage, Dodge, Help,
Designate one of your cartoon physics powers as your signature move. When
Hinder, or Hustle action immediately, for free.
you activate your signature move, its power cost is reduced to half normal. If
Use your action to allow an adjacent friend a free attempt to remove a
this reduces its cost to less than one point, it doesn’t cost you any points to
condition or other effect he or she is suffering from. This can only be done if
activate. You can designate a new signature move after a long rest.
the effect normally allows its victim to use an action to attempt to remove it.
You can swap out your cartoon physics power slots during a short rest rather
than having to wait for a long rest.
Bison Brave Special: You can take this feat more than once. The second and each additional
You are well-trained in your tribe’s ways, and are proud to continue their traditions time, you just gain the additional slots and points. You do not gain another signature
wherever you go and share them with whoever you meet. move.
Prerequisite: Buffalo
Fearless: You have advantage on saving throws against fear and checks to Cast-Iron Belly
remove fear effects.
You can eat just about anything without getting sick.
Counting Coup: During battle you can use your action to touch an adjacent
Prerequisite: Buffalo, Diamond Dog (any), Donkey, Dragon, Minotaur, or Pony
opponent. You can then spend one of your Hit Dice to heal yourself. Once used,
(Earth)
you cannot use this ability again until you complete a short rest (assuming you
You have resistance to poison damage, and you have advantage on saving throws
have Hit Dice remaining).
against poison and disease.
Pass the Calumet: During a long rest you can smoke your ceremonial calumet
Changeling Soldier
pipe, entreating the gods for good fortune in the coming day. Once that day
you can use your action to cast the Bless spell, which affects yourself and
anyone who spent the rest with you. Before you were orphaned, you underwent conditioning and a special diet which
improved your physical abilities.
Burly Beast
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of these friends an extra hit die. When one of your destiny friends is unconscious and not recognize it for what it is.
stable, you have advantage on all d20 rolls. You have advantage on checks to determine the characteristics or features
of natural and worked stone and masonry.
Critter Friend You have advantage on attack rolls against creatures or objects made of
You’ve never met an animal you couldn’t befriend. stone, and deal 1d4 extra damage against them. At 5th level the bonus
Prerequisite: Deerfolk (any), Pony (Any), or Zebra increases to 2d4. At 10th, 3d4. At 15th, 4d4, and at 20th, 5d4.
You permanently gain the effects of the Speak With Animals spell.
Whenever you roll a Charisma ability or skill check to interact with an animal Exceptional Skill
non-violently, you have advantage. Seeing you ply your trade is wonder to behold.
You can use the Animal Friendship and Animal Messenger spells each once per Choose any one skill in which you are proficient. You always have advantage on
day. When you use Animal Messenger, the animal either uses pantomime to checks using that skill and never have disadvantage. Increase the ability score keyed to
convey the message or delivers a letter or token you supply it with as the that skill by 1, to a maximum of 20.
message.
Expert Helper
Daylight Adaptation “Anything I can do to help?” — Derpy Hooves
Your eyes have adapted to see in daylight with no difficulty. Once per turn you can use the help or hinder actions as a part of your normal
Prerequisite: Pegasus Pony (Nocturnus) action.
You suffer no penalties due to normal sunlight. In addition, increase any one of your
ability scores by 1 (to a maximum of 20). Fade Away
Your innate magic allows you to disappear from view when the need arises.
Diamond Dastard Prerequisite: Deerfolk (any)
You know a number of tricks unique to your race When you take damage from an attack, you can choose to become invisible as your
Prerequisite: Diamond Dog (any) reaction. You remain invisible as long as you continue to concentrate, up to 1 minute.
Add your spiked, club-like tail to your list of proficient natural weapons. It deals The invisibility ends early if you attack or cast a spell on anything other than yourself.
1d6 bludgeoning damage. When you use your action to attack with it, you can When you use this ability, you cannot use it again until after completing a short rest.
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You have discovered how to tap into your innate magic, and can use it to boost your Whenever you stand up from prone, you can also move 10 feet afterward.
physical abilities. When an opponent misses you with a melee attack and you’re not flying,
Prerequisite: Griffon or Hippogriff you can use your reaction to disengage, even if you are prone.
You have three griffon mojo points, which are replenished after a short or long rest.
You have advantage on Dexterity checks and Dexterity (Acrobatics) checks.
You can use them in the following ways:
Little Helper
Catlike Reflexes: Spend one point to gain advantage on a Strength or Dexterity check
or save.
Extra Roar: Spend one point as a part of your action to regain the use of Ferocious Your critter friend has always got your back.
Roar if you have already used it. You have an animal pet that has stats equivalent to a familiar (per the Find Familiar
Savage Pounce: Spend one point when you use your Pounce ability. You have spell). Your pet understands your orders and you can generally understand how it’s
advantage on your Strength check for the contest, and the attack deals 1d6 extra slashing feeling or what it’s trying to communicate to you. The pet never provokes opportunity
damage. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. attacks, opponents have disadvantage on attacks against it, and it has advantage on all
Thunderous Roar: Spend one point when you use your Ferocious Roar. The roar now saving throws. If your pet drops to zero HP or fewer it is knocked unconscious. After a
also deals 1d4 thunder damage on a failed save. The damage increases to 2d4 at 6th level, short rest it recovers 1 HP, and you can spend your own Hit Dice to heal it.
3d4 at 11th level, and 4d4 at 16th level. Your pet acts on its own initiative and follows your orders. While it is conscious, you
have advantage on attacks against any opponent adjacent to it. In addition, you have
Highly Quotable three pet points. You can spend a pet point to perform the following actions:
If your pet is adjacent to you, re-roll an ability check, skill check, or saving
You’ve got a snappy comeback for every situation.
throw.
Increase your Charisma by 1, to a maximum of 20.
If your pet is adjacent to an opponent, re-roll an attack roll against that
You draw two extra zinger cards after taking a long rest. You must give one of
opponent.
them to a friend.
If your pet is adjacent to an opponent, use your reaction to prevent that
Once per day you can discard one of your (or a friend’s) unused zinger cards
opponent from taking a reaction.
and allow the holder to draw a replacement.
If your pet is adjacent to medium-sized or smaller opponent, you can use
your action to knock that opponent prone.
Kirin Heritage You recover spent pet points after completing a long rest.
You’ve embraced your heritage and learned to develop your natural talents.
Lovable Goof
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Luckbringer 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
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Good things just seem to happen when you’re around. tornado moves with you. The maximum number of rounds you can sustain the tornado
Prerequisite: Kirin (any) is equal to half your Constitution score. When the effect ends (either by you failing to
Each time you complete a long rest, give each friend present for the rest a luck token. use your action to concentrate on the tornado or by hitting the maximum duration), you
They can spend a luck token to add 1d4 to a d20 roll their character just made. They can cannot create another tornado until you complete a short rest.
also spend their luck token on behalf of another player character or non-player If you are level 10 or higher, you can instead use the 5th-level spell slot version of
character. Any tokens not spent by the next long rest are discarded. Dust Devil.
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Telekinesis Mastery
Shake It Off You have studied the magic of levitation extensively.
A strong will lets you shrug off harmful effects when you really need it. Prerequisite: Able to cast the MLP45E version of the Telekinesis spell
Prerequisite: Diamond Dog, Dragon, Hippogriff, Minotaur, Pony (Earth), Zebra You can use the 1st-level MLP45E version of the Telekinesis spell as a cantrip. If you
Your Constitution or Wisdom score increases by 1, to a maximum of 20. use a spell slot to cast it, you gain the effects of a spell slot one level higher than normal.
For example, if you use a 4th-level or higher slot, you gain the effects that a character
When you are suffering from an effect, circumstance, or condition that you can
without this feat would receive for using a 5th-level or higher slot.
attempt to remove by using your action, you can make a free attempt at the
start of your turn without needing to use your action.
Throw Your Weight Around
Socialite Your towering height and chiseled physique lets you perform some impressive feats of
strength.
You’re the type of pony everypony should know.
Prerequisite: Minotaur
Your Charisma score increases by 1, to a maximum of 20.
You can use your action to move any medium or smaller creature within 10
You gain proficiency in any 3 Charisma skills or languages of your choice.
feet of you to any other place within 10 feet of you. If the creature resists,
You can take this feat multiple times.
contest your Strength (with advantage) against their Strength or Dexterity
(their choice). If they win, they stay put.
Sweet-Talker When you hit with a charge attack, you can also push the target 10 feet away
You’ve got a keen sense of when someone might be attracted to you, either romantically or from you.
as a potential BFF. Your attacks against inanimate objects deal extra damage equal to your
Prerequisite: Charisma 13+ weapon’s damage dice.
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 Tree Whisperer
someone who might be susceptible to your wiles. It’s up to the GM to determine for each
NPC whether they are affected. Alternately, the GM can allow you to roll on the table “Ya know she’s not a tree, right?” “She’s not a tree, Dashie!” “I’d like to be a tree.” —
below. Note that if the subject later feels they’ve been used, you might make an enemy. Twilight Sparkle, Pinkie Pie, Fluttershy
Prerequisite: Pony (Earth) or Deer (any), Proficient in Nature skill
Your Wisdom score increases by 1, to a maximum of 20.
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True of Heart die’s result to healing you, and the amount left over becomes temporary hit
points. Temporary hit points are lost first when you take damage, and those
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Your noble spirit protects you from the ravages of dark magic and aligns you with the purity gained from this feat last for 1 hour or until lost.
of the light. Your friends can also gain the war paint die benefit of this feat if they allow you to
Prerequisite: Charisma 13+ paint them up.
When you take necrotic or radiant damage, reduce the amount by your
Constitution bonus.
Weather Mastery
You can choose to add 1d4 to a saving throw. When you do so, you can’t use
this ability again until you complete a short rest. You’ve learned a number of tricks to help you in your duties as a weather manager.
Prerequisite: Pony (Pegasus), Griffon, or Hippogriff.
Un-Common Sense When you take cold, lightning, or thunder damage, reduce the amount by
your Constitution bonus.
Sometimes you wonder how others make it through life not realizing the things that are You have advantage on saving throws against cold effects and Constitution
obvious to you. saves to avoid exhaustion from cold weather.
Your Wisdom score increases by 1, to a maximum of 20. You can use your action to create an effect equivalent to the Gust of Wind
You gain proficiency in any 3 Wisdom skills of your choice. spell. Its save DC is equal to 8 + your Strength or Constitution bonus + your
You can take this feat multiple times. proficiency bonus.
You can use your action to extend your cloudwalking ability to include
Virtuoso friends within 30 feet of you. Doing so requires you to maintain
“Actually I can play the lyre, harp, psaltery, harpsichord, piano, guitar, violin, banjo, concentration on it as if it were a spell.
mandolin, hammer dulcimer, and hurdy-gurdy, but my favorite instrument is the lute.” –
Lyra Heartstrings Well-Read
Your Charisma score increases by 1, to a maximum of 20. “I’m not an egghead, I’m well-read!” — Twilight Sparkle
You gain proficiency in the Perform skill and a number of musical instruments equal to Your Intelligence score increases by 1, to a maximum of 20.
your Intelligence score. You gain proficiency in the History skill or in any two tools or languages.
You can use your Performance to create an effect equivalent to the Cause Fear or Three times per day you can add your proficiency bonus when you use a skill
Charm Person spell. The DC is equal to 8 + your Charisma bonus + your proficiency or tool in which you are not proficient, or when attempting an ability check
bonus. When you use this ability, you can’t use it again until you complete a rest. to which no skill or tool applies.
War Paint
Your tribe’s 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
You gain proficiency in the Intimidate skill.
During a rest, you can designate one of your Hit Dice as a “war paint” die when
you spend it. You can choose to apply a portion (or even none) of the war paint
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Alternate Cutie Mark Talents
Smart: Increase your Intelligence by 1, to a maximum of 20.
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Speedy: Increase your walk and fly (if applicable) speed by 5, and you receive a +2
bonus to Initiative.
If your character is a member of a race which has a cutie mark, you can select any one Strong: Increase your Strength by 1, to a maximum of 20.
of these talents instead of the default cutie mark ability. Many of them are magical in Thick Hide: Your hide is thick enough that you have a base armor class of 12
nature, similar to the abilities some of the mane 6 have (Fluttershy’s ability to speak with instead of 10. You gain no benefit from wearing armor unless it provides a base
animals, Rainbow Dash’s super speed, Twilight’s magical aptitude). Abilities that are only armor class of 13 or higher.
usable once per day recharge when you take a long rest. Tough as Nails: When you spend your Hit Dice to heal, re-roll any dice that come
up as a 1 or 2.
Agile: Increase your Dexterity by 1, to a maximum of 20. Workhorse: Your speed is not reduced by wearing heavy armor with which you
Charming: Increase your Charisma by 1, to a maximum of 20. have proficiency or for being encumbered.
Distance Runner: When you use the Hustle action, you move 50% faster than
normal. When you use the Disengage action, you move at full speed rather than half
speed.
Good Eats: Once per day you can use the Goodberry spell. It can take the form of
the standard healing berries, or you could make muffins, cupcakes or cookies (or
similar food) instead.
Guide: Once per day you can use the Bless spell. It can take the form of the standard
religious blessing, or it can be due to you directing the activities of your friends.
Hale: Increase your Constitution by 1, to a maximum of 20.
st
Healing Touch: You can use the Cure Wounds spell as a 1 -level spell once per day.
st
Lullaby (requires training in Perform skill): You can use the Sleep spell as a 1 -level
spell once per day by singing a lullaby. The range is reduced from 100 feet to 25 feet.
Mighty Stomp: You can use the Thunderwave spell once per day by rearing up and
stomping your hooves into the ground. The DC is 8 + your proficiency bonus + your
magical ability bonus (or Strength or Constitution bonus if you don’t already have a
magical ability).
Mischievous: You can use your action to taunt an opponent. Contest your Charisma
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some academic publications. There are no large populations still speaking this language
exclusively, as it predates even the Crystal Empire’s heyday. Like Cervine and Griff, it is a
In the show, everyone speaks the same language. To make things more interesting,
child language of Sylvan. Someone who speaks Griff, Sylvan or Equestrian can
MLP45E’s language list looks more like the traditional D&D language list.
understand about 50% of something written or spoken in Old Equestrian.
At minimum, your character knows the languages provided by your race, class, and
Sylvan (verbal, written, Sylvan script): The language of fey folk such as breezies,
background. You also know a number of additional bonus languages equal to your starting
dryads, and other creatures of the faerie world, Sylvan is the parent language of both
Intelligence bonus. These bonus languages are normally chosen from the Standard
Cervine and Old Equestrian. Like Draconic, Sylvan dates back thousands of years.
Languages list, but the GM may allow you to select certain exotic languages if they fit your
Undercommon (verbal, written, Jotun script): This language is the common trade
character’s backstory.
tongue of those races who live underground, similar to Equestrian’s use above ground.
Common Languages
Most minotaurs, diamond dogs, and changelings who deal with other races learn it
eventually.
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 Exotic Languages
Equestrian.
Arabic (verbal, written, Arabic script): Spoken by the Arabians of Saddle Arabia,
Canine (verbal only): The language of the diamond dogs is harsh and guttural, with
completely different from Equestrian Common.
lots of barks, growls, and whimpers. It does not have a written form. It is theorized to be a
Changeling Pheromones (olfactory): Changelings can alter their scent to convey
radical evolution of Jotun.
different emotions or concepts. Only other changelings and diamond dogs have noses
Cervine: (verbal, written, Sylvan script): The ancient language of the deerfolk has
sensitive enough to learn this language.
changed little in the last 2,000 years. Like Old Equestrian, it is descended from Sylvan.
Deep Speech (verbal, written, Deep Speech script): This bizarre, alien language is
Draconic (verbal, written, Draconic script): The elder language of dragons was the
spoken by otherworldly monsters that live underground, and is extremely difficult to find
source of many of the words for the concepts of arcane magic borrowed by the original
even an opportunity to learn it.
speakers of Sylvan, and its child languages Cervine and Old Equestrian. Like Sylvan,
Druidic (verbal, written): The secret language of druids is known by all druids,
Draconic dates back thousands of years into pre-history.
regardless of species. They refuse to teach it to non-druids.
Equestrian (verbal, written, Equestrian script): The native language of ponies has
Smoke Signs (visual): By building a campfire, buffalo can communicate simple ideas
become the common tongue of Equestria, and is spoken by most intelligent creatures.
to others who recognize the signs from miles away. They vary the color of the smoke by
There are many different regional variations with their own accents, but they are not
tossing different powders into the fire, each color signaling a different emotion. All
severe enough to hinder communication between speakers.
buffalo are taught this language from a young age.
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friends in harm’s way. If you do get bested or shown to be wrong, you might become
sullen or even angry.
The rules dedicate a lot of space to determine what your character is good at, but
Competitive: You turn everything into a game or contest. Sometimes this can be
what about those neutral or negative traits? Consider giving your character one or more of
fun for your friends, other times it’s exasperating to them, even if you don’t see the
these quirks. Some are just interesting flavor, others are personality flaws. They have no
problem yourself.
mechanical benefit or hindrance, but they do make your character more interesting and
Control Freak: You have a strong need to be aware of every possible variable in the
memorable. They also give you a default behavior or talking point to fall back on, and
situation at hand, so you can take them into account when you formulate your plan of
possibly one or more goals to achieve.
action. If something unexpected comes up, everything falls apart and you’re at a loss for
More serious disabilities like blindness, deafness, partial paralysis, missing limbs, and
how to handle it. You might brush off the advice of others, putting full faith in your own
the like, while certainly possible, make it harder to be an adventurer. Unlike the hooks
vision of reality.
below, they would need to impart some sort of mechanical effect to have any meaning. If
Corruptible: You have a thing for bad behavior. Maybe you’re a petty thief, a
you wish to play a character with such a disability, work with the GM to determine its game
pickpocket, or you might look the other way when someone needs help (unless they can
effects, and how your character is stronger in other areas to compensate for it. It’s also
pay for it). If you’re in a position of power, you might take bribes or kickbacks to ensure
certainly possible, in a world of magic and technology, to have working artificial limbs like
your cooperation or compliance.
Edward Elric, Lan Fan, Luke Skywalker, or Jet Black. See the Artificial Limb quirk.
Cowardly: You try to keep to the shadows, wanting no part of the limelight. In
One thing to remember when you start using your character quirks is not to be
combat, you might let others do the fighting if you can get away with it. Being put on the
obnoxious about them. It’s great to occasionally bring one up, especially when the scene
spot is terrifying and you might start to panic. You might even lack confidence in your
calls for it, but continually mentioning your quirks in every situation or conversation will get
own abilities. You tend to let others think for you, and just go along with what everyone
old fast for the other players.
else is doing.
Adventurous: You’ll try anything once. You live by the motto “That which does not kill
Excitable: You tend to get a bit dramatic over the smallest things sometimes. If
me makes me stronger.” You want to go out and experience everything you can, even if it
Equestrian isn’t your native language, you might drift into that language when riled up,
does eventually kill you. And when it does, hopefully at least the bards will write a good
confusing or amusing people around you.
song about it.
Famous Relative: So maybe your sibling, cousin, parent, or grandparent is a famous
Albino: Albinism has rendered all your hair white, and your skin a bright pink that
music star, politician, soldier, business person, or explorer. You’d just like to make a
burns easily, forcing you to dress in dark clothing. Most folks won’t give it a second thought
name for yourself, and get out from under their shadow.
after they meet you, but some primitives might treat you like a god or a demon.
Funny Voice: Maybe your voice is extra high, or extra low, or grates on the ear.
Artificial Limb: Due to some unfortunate circumstances, you lost a limb. You have
Maybe your voice is normal but you can’t carry a tune in a bucket. Good or bad, it sure
managed to acquire a replacement made from metal and wood, powered by magic. See the
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night, or when the princess introduces you to the ambassador to Griffonia. eventually forgot about it.
Kitchen Nightmare: Somehow you could manage to ruin a plain lettuce salad. Your Quiet: Why use a dozen words when one will suffice? Some might think you lack
friends know better than to trust you with KP duty. intelligence, but you just don’t see the point of wasting time gabbing.
Klutz: You tend to run into walls, fences, other people. You trip over your own hooves, Rude: This is the definition of having a low Charisma score. Although you may treat
or tail. This is usually more entertaining when you’re carrying a cake or a stack of dinner your friends well enough, you tend to be disrespectful to strangers. You probably don’t
plates around. even realize it, however, and blame any poor treatment you receive on others.
Limp: An old wound or other physical problem gives you noticeable limp. You could Sarcastic: Maybe you’re a decent person, but you tend to be jaded and pessimistic,
simulate this by reducing your speed by 5 feet or never using the hustle action. Most which can manifest as frequent use of sarcasm. You might not think anything of it, but
people will be respectful or even offer to help you along. Perhaps you accept their help others might be turned off by it.
graciously, or perhaps you angrily brush them off? Scars: You have numerous scars from past fights, or perhaps ritual scarring from
Lazy Eye: You can’t really help it but sometimes one of your eyes just likes to wander your primitive tribe. Regardless of how it happened, some folks will find they make you
in the wrong direction. A few blinks usually gets it back in line, but it’s enough to catch more interesting, while others might be turned off.
people off-guard. Scatterbrained: You have a hard time concentrating on the task at hand, and get
Loose Cannon: You are blunt. You tend to act or speak before thinking. Maybe you distracted easily (especially by butterflies and balloons). This can be frustrating for your
impulsively push the big red button. Maybe you blurt out your disgust at your meal right in friends when they leave you in charge of guard duty and return to find you playing tic-
front of the friend who just did their best to prepare it. Once you’re committed, you’re all- tac-toe with your imaginary friend.
in, so it might take your friends a lot of effort to get you to back down. Speaks in Third Person: You always refer to yourself by your name, and never use
Moody: Your mood might change from day to day or even hour by hour. There may the personal pronouns “I” or “me.” In extreme cases, you might even use grandiose
not even be a good reason for it. adjectives to describe yourself.
Naive: Maybe you grew up living a sheltered life, or you’re just too trusting of people. Stubborn: You hate change. You wish that things could always stay the same. New
You have a hard time determining when someone’s trying to take advantage of you. This things frighten and confuse you, though you’d never admit it. This may manifest as a
would manifest as a low Wisdom score. dislike of strangers, a refusal to change plans, or ignoring the advice of others.
Neat Freak: You can’t stand the thought of getting dirty, or being disorganized. Suspicious: You’ve been burned before, and you have a hard time trusting others
Celestia forbid that it actually happens. since it hurt so much the last time you did. You probably have a hard time making
Oblivious: Sometimes you just don’t get it. You have a hard time telling when friends, and you’re always on guard in case one of those so-called friends eventually
someone needs a heart-to-heart and when they just want to be left alone. Maybe you’re a betrays you.
prankster who takes things too far and, even though you may not intend to hurt someone’s Unjust Reputation: Perhaps you’re a member of a family known to be cruel or
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Twilight Sparkle by Yakovlev-Vad
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Add the following spells to the D&D Next playtest spell list.
Apprentice’s Conjuration
You conjure a simple object out of thin air.
1st-level conjuration
Bard Spells Casting Time: 1 action
Cantrips: Apprentice’s Telekinesis, Eldritch Blast Range: 50 feet
Level 1 Spells: Apprentice’s Teleport, Dowsing, Telekinesis, Water Walk Duration: 1 hour
Level 2 Spells: Cloud Walk, Come to Life, Storm Cloud You conjure a non-magical item worth up to 1 gb. The item is generic (a torch or a
Level 3 Spells: Share Memories 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
Cleric Spells object can notice it’s conjured by contesting their Intelligence (Arcana or Search) or
Level 1 Spells: Dowsing, Water Walk Wisdom (Insight or Perception) against your Intelligence (Arcana). You have
Level 2 Spells: Cloud Walk disadvantage on this contest.
Level 3 Spells: Share Memories At Higher Levels: When you use a spell slot of 2nd-level or higher to cast this spell,
Level 6 Spells: Globe Trotter the item’s 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.
Druid Spells
Apprentice’s Telekinesis
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Dust Devil, Storm Cloud You can lift objects and even other creatures into the air and move them around.
Level 3 Spells: Gaseous Form, Growth Spurt, Lesser Passwall This simple version of Telekinesis is one of the first spells most unicorns learn, although
Level 4 Spells: Gossamer Wings 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
Mage Spells
typical uses of this spell.
Transmutation cantrip
Cantrips: Apprentice’s Telekinesis, Eldritch Blast, Mending Note: This spell supersedes the Mage Hand cantrip in the D&D Next Playtest
Level 1 Spells: Apprentice’s Conjuration, Apprentice’s Teleport, Chameleon Cloak, documents, to attempt to mimic MLP’s unicorn levitation magic as closely as possible.
Dowsing, Instant Makeover, Telekinesis, Water Walk Any creature with Mage Hand should instead use this cantrip.
Level 2 Spells: Cloud Walk, Come to Life, Dust Devil, Storm Cloud Casting Time: 1 action
Level 3 Spells: Fabricate, Gaseous Form, Growth Spurt, Lesser Passwall, Share Range: 25 feet
Memories, Reverse Gravity Duration: Concentration
Level 4 Spells: Gossamer Wings, Reverse Gravity, Wondrous Transformation You can telekinetically lift and manipulate unattended objects within a 10-foot
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Cloud Walk
Apprentice’s Teleport This spell lets unicorns, earth ponies, and other ground-dwellers to walk on clouds
You disappear and reappear a short distance away. Twilight Sparkle is a master of this like pegasi and other flying creatures.. Twilight Sparkle used this spell to enable herself
difficult spell. and her friends to attend the Best Young Flyers competition in Cloudsdale to cheer for
1st-level conjuration Rainbow Dash.
Note: This spell supersedes the Dimension Door spell in the D&D Next Playtest 2nd-level transmutation
documents, to attempt to mimic MLP’s unicorn teleportation magic as closely as possible. Casting Time: 1 action
Any creature with Dimension Door should instead use this spell. Range: Self
Casting Time: 1 action Duration: Concentration (up to 1 hour)
Range: 30 feet Until the spell ends, you gain the cloudwalking ability of pegasi: you can move
Duration: Instantaneous across clouds as if they were solid ground. If you are inside a cloud when you cast this
You teleport yourself or an object from your current location to any other spot within spell it carries you to the top at a rate of 10 feet per second (60 feet per round).
range that you can see. You can bring along objects as long as their weight doesn’t exceed At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, it
your carry limit. If you are prone when you use this spell, you can choose to appear at your lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
destination standing. creatures within 25 feet of you.
At Higher Levels: Optional Material Component: If you spend magic dust worth 25 bits for each
2nd-level or higher slot: Range increases to 50 feet, and you can bring along one creature affected, the duration increases to 24 hours.
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 Come To Life
advantage to avoid being teleported.
Trixie and Twilight Sparkle are both familiar with this spell, which causes an object
3rd-level or higher slot: Range increases to 200 feet, and you can bring along a
to animate, jumping around on command. Use this spell with care or you can lose control
creature up to one size larger than you. Unwilling creatures still can only be teleported 50
of it. Trixie lassoed Applejack with her spell, and Twilight bit off a bit more than she could
feet. You can bring along a second willing creature, but you take 3d6 psychic damage which
chew animating one of Ponyville’s snow plows.
cannot be reduced in any way.
2nd-level transmutation
4th-level or higher slot: Treat as the D&D Next Dimension Door spell, with these
Casting Time: 1 action
additions: You can teleport unwilling creatures as above, or you can bring along additional
Range: 10 feet
willing creatures. Each additional creature beyond the first causes you to take 3d6 psychic
Duration: 1 hour
damage which cannot be reduced in any way.
A small-sized object within range becomes animated under your control. It gains
the stats of a common skeleton. If it doesn’t have legs, wheels, or another means of
Chameleon Cloak movement, it gains a fly speed of 30 feet. Its melee attack is typically slamming into its
Your body and equipment change color to blend in with your surroundings. target. As part of your action, you can mentally command your animated objects within
1st-level illusion 50 feet of you. Roll a DC 10 Charisma check. On a failure, the object goes berserk and
38
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you devil up to 20 feet. You can direct it over barriers up to 5 feet tall and jump it across pits
can affect a medium-sized object such as a food cart, mailbox, bicycle, dinner table, or up to 10 feet wide. Any creatures trapped inside move along with it. If it ever moves out
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couch. The object retains the skeleton’s stats with these changes: Hit Points 30, Attack +5 of range it dissipates immediately.
for 1d8+3. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,
When you cast this spell using a spell slot of 6th level or higher, you can affect a large- the damage increases to 5d4, its size increases to a 10-foot diameter, and it can draw in
sized object such as a wagon, outhouse, or carriage. The object retains the skeleton’s stats one large-sized creature or twice the normal number of smaller creatures.
with these changes: Hit Points 60, Attack +7 for 1d8+6.
Eldritch Blast
Berserk Objects: Roll 1d6 Some unicorns are able to use their magic to fire a blast of arcane force at their
1: Attack nearest creature opponents, although most prefer to dedicate their studies to more peaceful magic.
2: Charge random creature Evocation cantrip
3: Stand idle in place Note: Use this cantrip exactly as it appears in the D&D Next playtest documents to
4-6: Move and Hustle in random directions 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 unicorn’s magic aura.
Dowsing
You think about something, and your horn points you in the right direction to find it. Fabricate
Rarity uses this spell in her gem-hunting expeditions with Spike. Using your magic, you reshape objects into whatever form you desire.
1st-level divination (Ritual) 3rd-level transmutation
Casting Time: 1 action Casting Time:
Range: 50 feet Range: 20 Feet
Duration: Concentration, up to 1 hour Duration: Concentration (up to 1 hour)
You visualize something you wish to find, such as water, food, gems, minerals, or a You concentrate on a supply of raw materials and construct finished goods
particular object you are familiar with. If the substance or object exists within range, your equivalent to your normal skill at creating them manually, although much more quickly.
horn points you in the direction of the nearest match. In addition, the substance or item This spell will reshape, split, mix, bend, harden, temper, stretch, carve, and join the
begins to glow if it’s covered by less than 1 foot of loose or soft material. materials exactly as you visualize. Each minute that passes is equivalent to 30 minutes of
At Higher Levels: If you use a 3rd-level or higher spell slot to cast this spell, the range crafting, so a full hour of concentration produces roughly 30 hours worth of labor. Any
increases to 500 feet, and you can detect items through 5 feet of material. friends present for the duration can lend their own knowledge and expertise, although
the work rate is halved to allow time for them to direct you.
Dust Devil One casting of this spell is sufficient to create an item up to large size, such as a
You conjure a small tornado under your control. small wagon, a sofa, a billiards table, or a concession stand. Alternately, up to two
2nd-level conjuration medium items (wheelbarrows, small carts, bicycles, or a suits of armor) four small items
Casting Time: 1 action (weapons, mailboxes, guitars, or shields) or sixteen tiny items (articles of clothing,
Range: 50 feet daggers, arrows, serving trays, or bear calls) can be created if there is sufficient time to
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You transform into a cloud 15 feet across. While in this form, you are incorporeal. You Living plants, seeds, or willing creature (or a portion thereof) begins to grow and
gain a fly speed of 20 feet, although prevailing winds may blow you much faster, or even mature as if weeks or months were passing by every second. Plants are much easier to
blow you away (ask the GM). You can squeeze through tiny gaps (floorboards, leaky roofs, affect than creatures, so the effect depends on the target:
etc) with no movement penalty. While in gaseous form you can make no attacks and cast Plants: If the seeds are planted appropriately, one casting is sufficient to grow an
no spells, nor can you speak, although you retain your senses. 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.
Globe Trotter Alternately, a tree can be grown to approximately 15 feet in height with a trunk 4 inches
in diameter.
You transform into a mote of energy which flies through the air at a rapid pace. The
Creatures: In most cases it is considered reckless and highly immoral to use this
royal sisters have been known to use this spell to quickly survey their lands when a chariot is
spell to increase the physical growth of a sapient creature. It can, however, be used to
too slow or conspicuous.
only grow a small portion of a creature, such as stimulating hair growth, knitting a
6th-level transmutation
broken bone, or scarring over a wound, without controversy. This spell even stimulates
Casting Time: 1 action
dormant cells such as dormant hair follicles to multiply, allowing, for example, a child or
Range: Self
female to grow a fine moustache and beard.
Duration: Concentration, up to 8 hours
If used on a portion of a creature, it generally has the desired outcome. Game
You take the shape of a small-sized globe of energy that sheds light equivalent to a
effects are left to the GM. Although this spell will not actually heal HP damage, it might
torch in the same color as your magic aura. You gain a fly speed of 300 feet. You can
assist in healing a crippling wound or speed recovery from a broken bone (as long as the
squeeze through tiny gaps (floorboards, leaky roofs, etc) with no movement penalty. While
bone is set correctly so it can heal properly).
in globe form you can only use your movement, your action can only be used to hustle or
If used on an entire creature, only creatures that are small-sized or smaller as an
disengage, and you cannot cast any spells or make any attacks. You retain your normal
adult can be affected, and it ages the creature to maturity or approximately one year
senses and the ability to speak. You can end the effect at any time. Your speed is
(whichever is less). Creatures that are already adult are unaffected unless they keep
approximately 35 miles per hour, or 70 miles per hour if you hustle.
growing larger as they age.
At Higher Levels: When you use an 8th-level or higher slot to cast this spell, your
Material Component: Magic dust worth 10 gb
speed increases to 600 feet (about 70 miles per hour or 140 miles per hour while hustling).
Note: This spell does not tax the soil or a creature’s metabolism - all growth is
Material Component: Magic dust worth 250 gb.
fueled directly by the material component. A plant or creature will also not grow beyond
its normal maximum size.
Gossamer Wings At Higher Levels: If you are of sufficient level, you can increase the amount of magic
With this difficult, costly spell you grant another creature usable (albeit fragile) wings dust used to increase the effect:
in the form of your choice.
4th-level transmutation Minimum Plant
Casting Time: 1 minute Magic Tree Tree Creature Maturity
Caster Square
Range: Touch Dust Height Diameter Size Age
Level Size
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surface’s thickness. This lets creatures up to one size larger than you to use the hole to Transmutation cantrip
bypass the wall. The spell fails if the surface is thicker than 6 inches. Once you cease Note: This spell functions as it appears in the D&D Next playtest documents except
concentration, the hole lasts one additional minute. for the following addition:
You can use this spell to fuse together similar nonliving materials. For example you
Share Memories 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
You communicate specific memories to the recipient, to give them additional
serpent’s damaged moustache with your own tail hair.
knowledge or attempt to jog their own memory, although the experience is taxing for both
of you.
3rd-level enchantment Reverse Gravity
Casting Time: 1 action Twilight used this handy spell to let herself and Spike quickly ascend to the top of
Range: Touch the Crystal Empire’s palace spire.
Duration: Instantaneous 3th-level transmutation
Choose an adjacent willing or restrained creature. You share roughly one hour of your Casting Time: 1 action
own memories with the target in the course of a few seconds. The target receives any or all Range: Self
of these benefits (your choice): Duration: Concentration, up to 1 hour
End the Charmed, Dazed, Dejected, Frightened, Marked, Stressed, and Terrified You reverse the pull of gravity on yourself and everything you’re carrying. This
conditions. Other enchantment effects such as confusion or domination might causes you to immediately fall upward. You can use your reaction to suppress the effect
also be removed or receive an opportunity to save against it (GM’s choice). for as long as you like, and you can use your action to restart the effect. The spell effect
You give the target proficiency in a skill, tool, or weapon that you are proficient starts with your legs and ends with your head, so you always rotate the correct direction
in, which lasts until the target’s next long rest. for your hooves to be pointing “down.”
You can give the target an opportunity to analyze a particular scene, This essentially allows you to treat ceilings as floors, or make vertical jumps of up to
conversation, or other situation you witnessed as if they had been there to 100 feet, using your reaction to cancel at the correct height. At the end of such a leap,
experience it themselves. roll a Dexterity (Acrobatics) check or fall prone at the destination and take 2d6 damage.
This experience is overwhelming to the target. It must make a saving throw against Leaps of greater distances could be attempted, but this is extremely risky since you fall
your spell DC or be paralyzed until the start of your next turn. about 3 seconds (250 feet) before you can reactivate the spell. Having a Feather Fall
spell or Pancake Landing cartoon physics ability available is highly recommended.
Instant Makeover At Higher Levels: When you use a spell slot of 4th-level or higher, you can affect an
additional willing target or unattended medium-sized object within 20 feet for each
Your magic scrubs away all uncleanliness. additional level.
1st-level transmutation (Ritual)
Storm Cloud
Casting Time: 1 minute
Range: 10 feet
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when you cast this spell it carries you to the surface at a rate of 10 feet per second (60
Telekinesis feet per round).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it
Using their magic to lift items into the air is usually the first spell a unicorn learns.
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
1st-level transmutation spell
creatures within 25 feet of you.
Note: This version of the spell supersedes the official version of Telekinesis in the D&D
Next Playtest documents, to attempt to mimic MLP’s unicorn levitation magic as closely as
possible. Wondrous Transformation
Casting Time: 1 action You can use this spell to alter the size and shape of an object such that it becomes
Range: 35 feet something much larger and more complex. The drawback is it’s only temporary.
Duration: Concentration 4th-level transmutation
You can telekinetically manipulate objects within a 10-foot sphere with a combined Casting Time: 1 Minute
weight of 50 pounds or less. Each round on your turn you can choose to either continue Range: 20 Feet
manipulating the same object(s) or switch to different object(s) within range as a part of Duration: 24 Hours
your action. Objects you are manipulating automatically maintain their position relative to You target a miniscule object within range and transform it into any relatively
you unless you use your action to reposition them (move closer or further away). This simple non-magical object of huge size or smaller. For example, Twilight Sparkle used
means that items you are manipulating move along with you relative to your position. You this spell to transform an apple into a carriage complete with harnesses. You could also
also have fine motor control over the objects, allowing you to play an instrument, write transform a spoon into a plow, a toothpick into an extension ladder, a tin can into a suit
with a pen, or open a lock, for example. of armor, a thimble into a typewriter, and so on.
You can use your action to lift small-sized creatures if you succeed on a contest of your You can dictate the item’s color, style, and general appearance. You can also make
magic ability against the target’s Strength. You can attempt to snatch away worn or held a nearly perfect duplicate of an existing item. When the spell ends, the item turns back
items if you succeed on a contest of your magic ability (with disadvantage) against the into its previous form. The item glows faintly the same color as your magical aura, so it’s
target’s Strength. You can use your action to hurl objects or weapons you are proficient in, obvious that it is magically created. If the item is subject to a magic dispelling or
using your magic ability score for the attack and damage roll instead of Strength or cancelling effect, it reverts back to its original form automatically.
Dexterity. You can use your action to hurl a creature you are manipulating (treat as At Higher Levels: When you use a spell slot of 2nd-level or higher to cast this spell,
proficient), which deals 1d4 damage to both it and the target, on a successful hit. Finally, the item’s value can be up to 10 gb and the duration increases to 4 hours. 4th-level: 50
multiple casters can pool their efforts with this spell to lift heavier objects. gb, 12 hours. 5th-level: 100 gb, 24 hours.
At Higher Levels:
3rd level or higher slot: Range increases to 50 feet, weight limit for objects increases
to 200 pounds, medium-sized creatures can be affected, and you no longer have
disadvantage on checks to restrain creatures.
5th level or higher slot: Weight limit for objects increases to 1,000 pounds, and large-
sized creatures can be affected.
Water Walk
1st-level transmutation
Note: This version of the spell supersedes the official version of Water Walk in the
D&D Next Playtest documents.
Casting Time: 1 action
Range: Self
Duration: Concentration (up to 1 hour)
42
Trixie - I Won't Lie Anymore... by Ziom05
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Clothes, fine 15 gb 6 lb.
th Clothes, traveler’s 2 gb 4 lb.
This list combines the stock equipment list from the 5 -Edition D&D playtest rules
Cloud seeds, normal 15 gb —
along with a number of new items. Items from the playtest have had their descriptions
Cloud seeds, storm 35 gb —
omitted unless they have been updated for MLP45E. In most cases those items have been
Component pouch 25 gb 2 lb.
lowered in price because Equestria is more technologically advanced than the default D&D
Consecration kit 15 gb 3 lb.
campaign setting, so they are less expensive to manufacture. In some cases items have also
Crowbar 2 sb 5 lb.
had new or expanded uses added. See the item descriptions for details.
Disguise kit 25 gb 8 lb.
Duct tape 1 gb 1 lb.
Mundane Adventuring Gear Fireproof boots (4) 15 gb 8 lb.
Fishing tackle 1 gb 4 lb.
Flask 2 cb 1/10 lb.
Item Price Weight
Folding chair 15 gb 3 lb.
Abacus 2 gb 2 lb.
Gaming set 1 gb ½ lb.
Acid (vial) 25 gb 1 lb.
Goggles 20 gb 1 lb.
Adventurer’s kit 9 gb 39 lb.
Grappling hook 2 gb 4 lb.
Alchemist’s fire (flask) 50 gb 1 lb.
Hammer 2 sb 2 lb.
Ammunition
Hammer, sledge 5 sb 10 lb.
Arrows (20) 1 gb 3 lb.
Healer’s kit 5 gb 1 lb.
Bolts (20) 1 gb 3 lb.
Herbalism kit 10 gb 2 lb.
Bullets (20) 4 cb 2 lb.
Holy symbol 5 gb —
Needles (50) 1 gb —
Holy water (flask) 25 gb 1 lb.
Artisan’s tools 5 gb 5 lb.
Horseshoe magnet 50 gb 2 lb.
Backpack 2 gb 2 lb.
Hourglass 5 gb 1 lb.
Ball bearings (100) 1 gb 1 lb.
Hunting trap 5 gb 15 lb.
Balloon, small 1 cb —
Ink (1 ounce bottle) 2 gb —
Balloon, medium 1 sb —
Ink pen 2 cb —
Balloon, large 1 gb —
Instant disguise 25 gb —
Banana 1 cb —
Investigation kit 10 gb 3 lb.
Banner 5 sb 1 lb.
Jeweled accoutrements 100 gb —
Bedroll 1 gb 5 lb.
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Navigator’s tools 25 gb 2 lb. Umbrella hat 5 gb 2 lb.
Notebook 1 gb ¼ lb. Vial 1 gb —
Notepad 5 sb — Wand 10 gb ½ lb.
Oil (1 pint flask) 1 sb 1 lb. Waterskin 2 sb 4 lb. (full)
Orb 10 gb 2 lb. Whetstone 1 cb 1 lb.
Paper (10 sheets) 2 sb — Zoom lens 250 gb 1 lb.
Parchment (10 sheets) 1 sb —
Pencil 1 sb — Balloon: Rubber balloons come in a variety of sizes and shapes. When inflated, they
Photo development kit 20 gb 3 lb. float into the air because shut up. Small balloons take 3 rounds to inflate to 1 foot in
Pick, miner’s 5 sb 10 lb. diameter, and can lift 5 pounds. Medium balloons take 1 minute to inflate to 2 feet in
Piton (10) 5 sb 5 lb. diameter and can lift 40 pounds. Large balloons take 3 minutes to inflate to 3 feet in
Poison, basic (vial) 100 gb — diameter and can lift 135 pounds.
Poisoner’s kit 50 gb 2 lb. Banana: A large-sized or smaller creature that moves over a banana peel must roll a
Pole (10-foot) 5 cb 8 lb. DC 12 Dexterity save. On a success, the banana peel remains for the next victim. On a
Pot, iron 1 sb 10 lb. failure, they move the remainder of their movement in a straight line in the same
Potion of healing 50 gb 1 lb. direction they were traveling. They then must roll a DC 12 Dexterity (Acrobatics) check
Pouch 1 gb 1 lb. or fall prone. A creature moving at half speed has advantage on the save.
Ram, portable 1 gb 20 lb. Camera: A standard film camera. Needs rolls of film to operate, and a film
Rations (1 day) 1 sb 1 lb. development kit and darkroom to develop photos. Usually comes with a neck harness to
Robes 1 gb 4 lb. allow quadrupeds to use it by biting down on the shutter button.
Rod 10 gb 2 lb. Camera Film: A roll of camera film can take 24 photos. You need a film
Roller skates (4) 10 gb 4 lb. development kit and darkroom to develop photos.
Rope, hemp (50 feet) 1 gb 10 lb. Chemistry Kit: This kit contains raw chemicals and a variety of instruments, like
Rope, silk (50 feet) 10 gb 5 lb. eyedroppers, mortar and pestle, pouches and vials used by chemists to create
Sack , burlap 1 cb ½ lb. alchemical concoctions. Proficiency with this kit lets you add your proficiency bonus to
Scale, merchant’s 5 gb 3 lb. any ability checks you make to create chemicals. If you have proficiency with a chemistry
Sealing wax 5 sb 1 lb. kit, you can also use it to craft acid, alchemist’s fire, smoke bombs, and other such items.
Shovel 5 sb 8 lb. You must have raw materials worth half the item’s market price and spend one hour
Signal whistle 5 cb — crafting the item.
Signet ring 5 gb — Consecration Kit: This kit contains a variety of religious implements and a holy book
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lightning damage (DC 12 Reflex save for half). One kit can develop about 150 photos before it needs to be replaced.
Duct Tape: Despite all evidence to the contrary, this item is, in fact, non-magical. Roller Skates: If you’re proficient in them, a set of roller skates increases your
Comes in a 100-foot roll. speed by 10 feet on smooth floors, streets, and sidewalks. On other terrain, your speed
Fireproof Boots: These heavy black boots let you ignore the first 2 points of damage is reduced by 20 feet. It takes one minute to put on a set of roller skates, and 3 rounds to
each time you take fire damage from hot ground. remove them..
Folding Chair: Pressing a button on this small rectangular package causes it to pop out Scale, Merchant’s: A merchant’s scale includes a small balance, pans, and a suitable
into a full-sized chair. If proficient you can add your proficiency bonus to any checks made assortment of weights up to 2 pounds. With it, you can measure the exact weight of
to tame wild animals. small objects, such as raw precious metals or small trade goods, to help determine their
Goggles: Despite claims to the contrary, goggles grant a +2 bonus to any saving throw worth. If you are proficient with the merchant’s scale, you can use the exact amount of
against an effect that would blind you. raw materials necessary when crafting mundane consumable items (acid, alchemist’s
Herbalism Kit: This kit contains a variety of instruments, like clippers, mortar and fire, cloud seeds, healing potions, holy water, smoke bombs, and the like), allowing you
pestle, pouches and vials used by herbalists to create remedies and potions. Proficiency to craft them using raw materials worth 40% of the item’s market price, rather than
with this kit lets you add your proficiency bonus to any ability checks you make to concoct 50%.
herbal mixtures and infusions. If you have proficiency with an herbalism kit, you can also Slide Rule: This deceptively simple device has one or more plastic rods that can be
use it to craft potions of healing. You must have raw materials worth 25 gb and spend one slid back and forth. Each is engraved with markings that let you perform mathematical
hour crafting the potion. calculations. If proficient, you can perform a wide range of operations.
Horseshoe Magnet: Smaller than an actual horseshoe, this 4-inch magnet sticks to Smoke Bomb: This hard black pellet, when thrown (30 foot range) creates a cloud
ferrous metallic objects with a pull equivalent to 5 pounds. Larger and/or more expensive of smoke 20 feet across. The area within the cloud is heavily obscured until the end of
magnets exert more pull. your next turn, and lightly obscured until the end of your next turn after that.
Instant Disguise: Wearing these black glasses, fake nose, and thick black moustache Spyglass: This item supersedes the version found in the D&D rules, because optical
you receive a +2 bonus to Charisma (Deception) checks made to hide your identity. lenses are relatively common in Equestria. A spyglass allows you to see five times further
Investigation Kit: Contains 200 feet of crime scene tape, several tweezers, a small than normal.
blacklight, plastic evidence bags, a notepad and pencils, a 25’ tape measure, 10 pieces of Suction Cup Shoes: Wearing a set of these shoes halves your speed, but if you’re
chalk, and hoofprint casting supplies. A proficient user has advantage on Intelligence size medium or smaller they also let you walk up walls and across ceilings. They will only
(Search) checks to search an area for a hidden creature or object. work on smooth walls like varnished wood, drywall, plaster, or dressed stone. Natural
Jeweled Accoutrements: A stunning jeweled outfit adds a +1 bonus to your Charisma stone, brick, unfinished wood and similar surfaces are too rough. Each round at the end
(Intimidate or Persuasion) checks. of your turn while stuck to a wall or ceiling with these shoes there is a 10% chance the
Lantern, Firefly: A firefly lantern contains a small reservoir of nectar which attracts shoes release, causing you to fall. Anyone attacking you while you wear these shoes has
fireflies. Leaving it outside for an hour at dusk will attract enough fireflies to create bright advantage, and you have disadvantage on Dexterity checks and saves.
light in a 15-foot radius and dim light in a 30-foot radius. The fireflies should then be Sunglasses: These black or mirrored shades give you a +2 bonus to Charisma
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Zoom Lens: This camera attachment lets you magnify the photo subject up to 5 times and back, a large enclosed compartment for passengers, and storage space on the roof
its original size, although it’s harder to get a steady picture without a tripod. 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
Harnessed Vehicles make for a smoother ride. It’s 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
Rules for harnessed vehicles waterproof cloth and wood frame cover for a wagon costs 10% of the wagon’s cost and
A vehicle’s weight load limit is twice its physical weight, so a small cart weighing 100 weighs 10% of the wagon’s weight.
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. Weight Limits (Encumbrance)
towards your carry weight limit, and a fully loaded large cart (1,200 lb.) counts as 120 lb. For convenience, the D&D rules for weight tracking are as follows:
On rough ground or significant inclines, the weight is divided by 5 instead of 10. Wagons Unencumbered: You can carry up to your Strength score times 10 (in pounds) with
and stagecoaches have a long tongue that can allow up to six characters to be harnessed to no penalty. This is your weight limit.
the vehicle. Encumbered: If you are carrying more than your weight limit but less than double
your weight limit, you are encumbered. Your speed drops by 10 feet and you have
Harnessed Vehicles Table disadvantage on attack rolls and Strength, Dexterity, and Constitution checks and
saves.
Vehicles Price Weight Overloaded: You can lift up to five times your weight limit off the ground. You can
Carriage, Small 50 gb 200 lb. also drag or push this much but if you do so you are encumbered (as above) and
Carriage, Medium 75 gb 400 lb. your speed drops to 5 feet.
Carriage, Large 115 gb 600 lb. Harnessed vehicles such as carts and wagons make hauling extra gear (and
Cart, Small 5 gb 100 lb. treasure) much easier. See the rules for harnessed vehicles.
Cart, Medium 12 gb 200 lb.
Cart, Large 25 gb 400 lb.
Stagecoach, Small 200 gb 1800 lb.
Stagecoach, Medium 275 gb 2100 lb.
Magical Technology
Taxi 100 gb 400 lb.
Wagon, Toy 1 gb 30 lb.
Wagon, Small 50 gb 700 lb.
Wagon, Medium 75 gb 1000 lb. It’s been stated that electricity as we know it doesn’t exist in the world of My Little
Wagon, Large 115 gb 1500 lb. 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
Carriage: Small, 4-wheeled passenger vehicles usually used for local travel within a city the case of Flim and Flam’s Super-Speedy Cider Squeezy 6000 we are shown that they
or village, carriages are usually drawn by a single driver. They seat two, four, or six use their magic to directly power the machine. It’s been often stated and assumed that
passengers, with limited space for baggage. Their wheels are cushioned by iron springs for other devices which appear to be electric operate in a similar fashion. For a roleplaying
a smooth ride. game the existence of such should be explored. The Arcanium economy is the method
Cart: Simple, two-wheeled carts come in small, medium, and large sizes. Some carts by which MLP45E explains such devices.
have folding legs to keep them level when not harnessed. A waterproof cloth and wood
frame cover for a cart costs 10% of the cart’s cost and weighs 10% of the wagon’s weight.
47
A Little Background 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
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4th edition Dungeons & Dragons popularized the idea of residuum, which is similar to a success, they know the number of charges remaining and the maximum number of
the enchanting materials in games like World of Warcraft. Residuum is a glowing magical charges. On a failure, the GM gives the player a number that is off by 1 or 2 (either high
dust which remains behind after magic items are disenchanted. It can also be created from or low).
other, non-magical components by ritual spellcasters with the appropriate incantations. Recharging: Once per day a unicorn or other character who can wield arcane magic
Essentially, residuum was the currency used for creating magic items. When a character can attempt to restore charges to an Arcanium crystal. As their action they roll a DC 12
created a magic item, it was assumed that their non-magical components were converted Intelligence (Arcana) check and zap a crystal within 20 feet. On a success, they can
into residuum and that was used to power the item creation process. 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
Arcanium in MLP45E restored and they take 1d4 damage and lose one Hit Die in a magical backlash. Since this
Since we want to explore how technological devices function in Equestria without is so taxing, most unicorns don’t do it lightly. It’s rumored that evil unicorns in the past
resorting to electricity, I based Arcanium on the 4th edition D&D’s residuum. Arcanium in discovered a means of draining magic from any race of pony or other magical creature,
MLP45E is an actual element, one that is naturally magical. It grows in crystal form in areas but such dark magic is (hopefully) lost to time.
that are highly magical in nature, such as portals to the fey realms, planetary ley lines, or Transferring Charges: A unicorn or other character who can wield arcane magic can
wherever else you choose. In fact, you could say the Tree of Harmony below the Palace of attempt to transfer charges from one crystal in their possession to another. As their
the Two Sisters is infused with pure Arcanium crystals. It’s the Equestrian version of classic action they roll a DC 12 Intelligence (Arcana) check. On a success, they can transfer any
Star Trek’s dilithium crystals. They’re magical batteries. The larger the crystal, the larger its number of charges from one crystal to the other (up to the maximum it can hold). On a
potential “magical current” is. Devices which are powered by Arcanium crystals have a failure, one charge is lost from the source crystal and the destination crystal regains no
small chamber in which a crystal is inserted. Tiny devices such as Tank’s helicopter harness charges.
have an appropriately-sized chamber, while larger devices like the Super Speedy Cider Drained Crystals: Once a Arcanium crystal runs out of charges, it turns gray and
Squeezy 6000 have barrel-sized chambers. 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).
Forms of Arcanium 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
Arcanium is found naturally in crystalline form, where it appears as a brilliant blue- energy-intensive items. Every device’s charge consumption is up to the GM to
white crystal which glows faintly and has a rainbow-hued luster. Sometimes they grow determine, but use the items below as a guideline.
inside other rocks, like a geode. Other times they grow directly from area that is The Arcanium Economy: Arcanium crystals and dust can be bought and sold easily
particularly magical. Arcanium crystals can be removed from one device and moved to in most markets in larger cities. Smaller towns like Ponyville might have a handful
another, and those skilled in Arcana can transfer magic from one Arcanium crystal to merchants who offer them for sale (or offer recharging services) so they are generally
another. When all the magic is drained from a crystal it turns gray and becomes inert, not difficult to acquire. Most ponies who aren’t trained in Arcana simply call Arcanium
although it can always be recharged later. Arcanium can be powdered into dust when the crystals “magic crystals” and Arcanium dust “magic dust.” Since they glow, it’s fairly easy
application requires, although dust can’t be recharged once it is spent. Many magical
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The list of items Equestria does not yet possess the technology for includes: Projector 50-150gb 15 lb.
telephones, radios, televisions, portable music players (Walkman/iPod), and magnetic data Pump 65 gb 20 lb.
storage of any kind. Computers do exist, but they would be room-sized monstrosities like Refrigerator, Small 40 gb 75 lb.
those Twilight used in her attempt to study Pinkie Sense. They would run off punch cards Refrigerator or Freezer 75 gb 125 lb.
and display output on paper tape rather than a video screen. Button Mash’s video games Refrigerator/Freezer 100 gb 150 lb.
and Sapphire Shores’ bodyguard’s earpiece are odd anachronisms that I’m going to choose Saw 75-150 gb 15-150 lb.
to ignore, but you can always provide your own pricing and stats for them if you wish. Sewing Machine 50 gb 50 lb.
Skillet 30 gb 4 lb.
The Mundane, The Magical, and Artifice Space Heater 50 gb 20 lb.
Speaker, Small 20 gb 5 lb.
It’s important to note the difference between mundane items, magical items, and
Speaker, Medium 50 gb 15 lb.
artifice. Mundane items are every day, non-magical items. A simple hacksaw, a manually-
Speaker, Large 75 gb 40 lb.
cranked drill, suction-cup shoes, and an icebox are all mundane items. Even items such as a
Spotlight 50 gb 5 lb.
potion of healing, holy water, or alchemist’s fire are mundane.
Stove 125 gb 200 lb.
Magical items are entirely supernatural in nature. They derive their power purely from
Teakettle 30 gb 3 lb.
their magic. The Elements of Harmony, a Ring of Feather Falling, or a Mace of Disruption
Telegraph (no crystal) 25 gb 3 lb.
are all magical. They do not rely on their mundane parts for any of their functionality.
Toaster 12 gb 5 lb.
Magical items are the most costly of all items, energy-wise.
Turntable 50-75 gb 8-12 lb.
Items of artifice are a blend of the two. They have mundane parts, but are driven by a
Vacuum 50 gb 50 lb.
magical power supply which energizes them. A light bulb’s filament, an oven’s heating coils,
Washing Machine 100 gb 200 lb.
a drill or saw’s motor coils are all artifice because they produce work via a combination of
Water Heater 100 gb 150 lb.
their magical and mundane natures. Take away one of the two and the item is useless. The
items of artifice on the list below are for average-quality items. Deluxe items with lighter
Aquarium: An artifice aquarium includes lights, pumps, and filters necessary to
weight, better efficiency or more features are up to the GM to create, and should be priced
keep fish and other aquatic creatures alive and healthy. They typically range in size from
50% to 200% higher.
5 gallons to 100 gallons. They hold two charges and last six months per charge..
Items of Artifice Blender: The typical multi-speed blender chops up ingredients for cooking and
makes a great smoothie. It holds two charges and lasts six months of normal use per
Item Price Weight
charge.
Aquarium 50-500 gb 10-100 lb.
Blow Dryer: A simple handheld hair dryer holds two charges and lasts for six
Blender 40 gb 5 lb.
months of normal use per charge.
Blow Dryer 30 gb 2 lb.
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plus another 500 pounds of weight. A helicopter has a fly speed of 30 mph (48 km/h) at no used on a drilled water well’s wellhead to bring water to the surface, saving several
load, 25 mph (40 km/h) at half load, and 20 mph (32 km/h) at full load. It flies by a complex minutes of manual pumping. It holds three charges and lasts for one year of normal use.
series of magically-assisted gears which multiply the pedaling power of the pilot many Refrigerator: A small refrigerator will keep a few perishable necessities cool and
times over. It’s extremely fragile. Any object or creature contacting the blade will likely fresh, like milk, cheese, and butter. It’s what we consider a mini-fridge. It holds two
destroy it and cause the helicopter to crash. Parachutes are recommended. A helicopter charges and lasts six months per charge. A normal-sized refrigerator or freezer holds
holds ten charges and operates for about 30 minutes per charge. four charges and lasts three months per charge. Combination refrigerator/freezers cost a
Helicopter Harness: This item is a one-of-a-kind propeller-driven harness that allows bit more but use the same charges.
Rainbow Dash’s pet tortoise Tank to fly with a speed of 30 feet. A similar harness could be Saw: This category includes all manner of woodworking saws: saber saws, chop
built for another tiny-sized creature with the same stats. It holds two charges and lasts for saws, circular saws, reciprocating saws, table saws, band saws, scroll saws, and the like.
one year of normal use. Such a harness sized for a small creature would likely cost 2,500 gb A saw holds three charges and lasts two months of normal use per charge.
and require 15 charges, while one sized for a medium creature would cost 5,000 gb and Sewing Machine: Most sewing machines are pedal-driven, but artifice versions
require 25 charges. exist. They hold two charges and last for about six months of normal use per charge.
Horseless Carriage: Extremely rare, automobiles in Equestria would look something They are often built into their own cast iron and wooden desk.
like the Ford Model A or T (or like the Super Speedy Cider Squeezy). An automobile can Skillet: Most skillets are simply placed on a stove range to heat passively. An artifice
carry its driver plus another 1000 pounds of weight. On good roads with level ground it has skillet supplies its own heat. It’s especially popular with wealthy travelers and
a speed of 25 miles per hour (40 km/h) at no load, 20 mph (32 km/h) at half load, and 15 adventurers. It holds two charges and lasts for three months of normal use per charge.
mph (24 km/h) at full load. Hilly terrain reduces the speed by half, as do muddy or poor Space Heater: A space heater provides heat for one small room. It holds three
roads. It holds ten charges and uses one charge per two hours. They are exclusively toys of charges, each lasting one month of normal use.
the idle rich. Speaker: A set of various-sized speakers in a wood and fabric enclosure. Usually
Iron: A clothes iron or hair curling iron is usually just heated on a stove, but artifice used in pairs to provide music at a concert or large party or town meeting. Must be
versions exist. They hold two charges and last for six months of normal use per charge. connected to a turntable or microphone. Small speakers hold one charge each, medium
Jackhammer: Used for breaking up brick, rock, cement, and concrete (and sometimes hold two, and large hold four. Fully charged, they last about one year of normal use.
stubborn clouds). A jackhammer has five charges, and each charge lasts about one week of Spotlight: A spotlight comes on a collapsible metal stand, or can be mounted to a
normal use. wall or ceiling. It provides light equivalent to a bullseye lantern. It holds three charges
Lamp: A lamp is simply the fixture for holding a light bulb. The bulb itself is made of and lasts about four months of constant use per charge.
thick, durable blown glass and has a metal screw on the base for installing in a receptacle. Stove: A stove has 1-3 ovens for general cooking, and four heated grills on top for
Inside the base is a small residuum crystal. When turned on (often by a remote switch), the smaller pots and pans. A stove holds four charges and lasts three months of normal use
crystal supplies magic to a thin wire which glows brightly. Equestrian light bulbs don’t burn per charge.
out (until their crystal runs out of energy, that is). A desk lamp provides light equivalent to Teakettle: Most teakettles are simply placed on a stove range to heat passively. An
a torch, while a ceiling lamp provides light equivalent to a lantern. A desk lamp has one artifice teakettle supplies its own heat. It’s especially popular with wealthy travelers and
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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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th
Add the following new actions to the list of 5 Edition D&D’s actions Dazed
A dazed character cannot take reactions.
Disarm
Dazzled
Help Up A dazzled character is nearly blinded by a bright light, and takes a -2 penalty to all
d20 rolls and to AC.
A helping hoof is always appreciated.
When you are adjacent to a friend who’s prone, you can use your entire movement or
your action to help them up. They stand up from prone at the end of your turn. Using this Dejected
ability provokes opportunity attacks against you. A Dejected character is depressed and unmotivated. This condition is more
pervasive than most, but its effects are primarily felt out of combat as opposed to in
Kip Up combat, where adrenaline temporarily ameliorates most of its symptoms. This condition
is often imparted after failure in a skill challenge or when some other personal disaster
You flex your torso and hips and attempt to flip up and land on your feet.
occurs. If the character enters a dangerous situation (determined by the GM) its effects
Use this maneuver when you are prone. Roll a DC 15 Dexterity (Acrobatics) check. On
are suppressed temporarily. Dejected applies these effects when not in combat:
a success, you stand up, spending 15 feet of your movement in the process. If you fail, your
movement ends. Disadvantage on all d20 rolls
Enemies have advantage on attacks and contests
Overrun
-5 penalty to initiative
Cannot use Zingers
When someone tries to block, show them that you rock. The Dejected condition can usually be ended with a DC 15 Wisdom save at the end
Use this action in combination with the hustle action. You can attempt to move of every hour the character is affected (include disadvantage). If the character is in a
through the space of any opponent using brute force or agility. Each time you do so, you dangerous situation when this check would occur, it is delayed until after the danger
provoke opportunity attacks. Then contest your Strength or Dexterity (your choice) against subsides. During a short rest, if any friends successfully roll a DC 20 Charisma
their Strength or Dexterity (their choice). (Persuasion) check, you do not have disadvantage when you roll the Wisdom save to
If you win the contest using your Strength, the opponent is pushed out of the way and attempt to remove the condition. A reversal of whatever situation caused the Dejected
you continue with your hustle action. If you win the contest using your Dexterity you just condition also ends the effect (as determined by the GM).
move through the opponent’s space and continue with your hustle action.
If the opponent wins, your hustle action ends immediately and you’re knocked prone.
Marked
Sunder A marked character is distracted by an opponent’s threat. If you are marked, you
Stressed
New Conditions 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 standard D&D 5th edition conditions are all in use and unchanged: Blinded, The Stressed condition can usually be ended with a successful DC 15 Wisdom save
Charmed, Deafened, Frightened, Incorporeal, Intoxicated, Invisible, Paralyzed, Prone, at the end of every hour the character is affected (include the -1 penalty). During a short
Restrained, Stunned, and Unconscious. You can find them on page 25 of the “How to Play” rest, if any friends successfully roll a DC 15 Charisma (Persuasion) check, you have
playtest document. advantage when you roll the Wisdom save to attempt to remove the condition. A
The following new conditions codify some of the “stealth” conditions that are present reversal of whatever situation caused the Stressed condition also ends the effect (as
in some 5th-edition feats, spell effects, and class abilities which, for whatever reason, determined by the GM).
aren’t standardized in D&D 5e’s condition rules. This makes it easier to reuse use these
53
Terrified High Jump: If you walk at least 10 feet and then make a high jump, you rise a
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number of feet into the air up to 5 + your Strength modifier. Otherwise, you
Terrified is a step above the Frightened condition, and includes its effects. A Terrified
can jump only half that height (minimum 2 feet). In either case, you can
character is panicking and finds it impossible to focus on the task at hand. A character that
reach above you with your mouth during the jump, reaching above you a
is already frightened who receives the frightened condition again from a different effect
distance equal to the height of your jump plus your height (typically 4 feet).
becomes terrified. Creepy locations and ghastly creatures often impart this condition.
Terrified applies these effects: Jumping Down: You take no damage when you intentionally drop 15 feet
Disadvantage on attack rolls and ability checks while the source of its fear is down or less, and you land standing up.
within line of sight.
Cannot willingly move to a position where it would end a turn closer to the Stacking
source of its fear than where it started. Everyone’s seen the scene before: the heroes are in a creepy old mansion, and they
Cannot use reactions or Zingers unless they would allow a chance to remove or all peek around the corner at once, stacked on top of each other. Or they all hide behind
counter Terrified. the one brave friend who’s sneaking across the room. As long as the heroes aren’t in
At the start of its turn, a Terrified creature rolls 1d4 and consults this table: combat, ignore stacking rules, allowing multiple characters to occupy the same space.
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
Optional Rules
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 The rules in this section are optional. The GM chooses whether or not to use each
terrified character can make a free attempt at the Wisdom or Charisma check to end one, so ask the GM before assuming whether they are in use!
terrified.
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.
54
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increase the number of uses by one or two. There’s no need to track point usage for
such opponents, but be reasonable about it.
Cartoon Physics Overview 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
This subsystem simulates some of the off-the-wall things that cartoon characters can
to frequently thwart their abilities.
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. Optional Cartoon Physics Rules:
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are spotted or you end it. You can combine this power with Hide Anywhere in order to
Seeing Stars hide behind much smaller objects.
After getting walloped, people often stagger around a few moments, with stars or birds
circling around their head. Cram Session
This power can be used in two ways: With access to a library or knowledgeable friends, you can quickly learn the basics of a
Stun someone: Activate as a part of your attack when you hit an opponent for damage new skill, tool, or weapon
(2 points). Reduce the damage by half, but the target is stunned until the start of its next Requirement: To use this power you must first engage in a cram session taking a
turn. total study time of 24 hours minus your Intelligence score. During that time you need
Stun yourself: Activate as your reaction when you are hit for damage (2 points). access to a friend proficient in the subject, or a well-stocked library.
Reduce the damage by half, but you are stunned until the start of your next turn. 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
Learnable Powers
each long rest as long as you refresh the power every day.
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Flank Check Mischievous Critter
A bump from the rump will send them flying. “Good boy Angel! Momma’s so proud.” — Unkind Fluttershy
Activate as a part of your action or movement (1 point). You push an adjacent creature Activate as a part of your action (2 points) and contest your familiar or pet’s
10 feet away from you if it is not more than one size larger than you. If you spend 2 points Dexterity against the Strength or Dexterity of a creature next to it. Your pet has
instead, the target is also knocked prone. advantage on this check and can use your proficiency bonus. If your pet wins, the target
suffers one of the following effects. Additional effects can be added for 2 points each.
Hammerspace Reduce the target’s speed by half until the start of your next turn
You always seem to have just the right thing on-hoof for the situation. No idea where you Move the target 10 feet in any direction
kept it all this time though. Daze the target until the start of your next turn
During a rest you can stow inanimate objects of size small or smaller in a null space Knock the target prone
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 Ninja Moves
for your carried or worn objects.. If you’re unable to resist, other characters can go through When the need arises, you can call on uncanny agility reserves.
all your “pockets” and pull out all the items you have stowed in random order. Finding each Activate when you roll a Dexterity check or save (2 points). You roll 3d20 and take
one requires a contest of the searcher’s Intelligence (Search) against your Dexterity the highest result, and you never have advantage or disadvantage on this roll. Until the
(Stealth). end of your next turn, you can’t be grappled, knocked prone, forcibly moved, or have
Activate as a part of your movement (2 points). You retrieve one of the stowed your speed reduced, and any Dexterity-based attacks you make have advantage on the
objects, usually by pulling it out from behind your back, from a pocket, or out of your bushy damage roll.
mane or tail.
One Step Ahead
Hide Anywhere Somehow you can keep up with someone, no matter how fast or far they move.
Hiding behind an inch-thick sapling is tricky but you’ve had lots of practice. Activate as your reaction (2 points) when a creature within 20 feet of you ends its
Activate as part of your movement (1 point). You can use any small-sized or larger turn further away from you. You disappear and reappear behind, inside, or under an
object or creature in your square or adjacent to you as sufficient cover to make a Dexterity object of your size or larger within 20 feet of the triggering creature (including around
(Stealth) check. Example items include mailboxes, small bushes, trash cans, wheelbarrows, the corner of a wall). You can combine this power with Hide Anywhere if you like, to
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You engage in a battle of wits and convince your opponent to take the action they didn’t Sixth Sense
want to take in the first place.
A twitchy tail? Something’s about to go down.
Activate as your action (2 points). You engage in conversation with a NPC and use
Activate as your reaction (2 points) when you suffer a surprise attack from a
trickery and guile to convince them to take an action they normally wouldn’t. Contest your
creature, trap, or environmental hazard. Until the end of your next turn, attacks made
Charisma (Deception) against the NPC’s Wisdom (Insight). If you win, on the opponent’s
against you have disadvantage, and you have advantage on any checks or saves you
turn it takes the action you convinced them to do as long as it isn’t immediately harmful to
need to make to avoid traps, hazards, or spells.
them or their friends. The use of this power goes above and beyond what can be
Sky Hauler
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 Fluttershy’s payment. You Pegasi and other flying creatures can extend their magic around objects they are
could also con a guard into letting you and your friends past, dare a troll to lift a boulder harnessed to, enabling them to pull them through the sky.
(which happens to be blocking your exit) as a show of strength, or taunt a goblin leader into Prerequisite: You must be capable of winged flight.
a one-on-one boxing match for the right to let you through their territory unharmed. Activate when you are hitched to a cart, wagon, chariot, or other conveyance (1
point). If the object and its contents do not exceed your dragging weight limit (your
Ride ‘Em Cowpony Strength score times 50), you can pull the object through the air at your full flying speed,
as easily as if it were on the ground. You can even stop in place and hover with
You leap on top of the beast and ride it around.
it. Multiple pegasi can use this power in unison to haul large carriages and wagons,
Activate as part of your movement (2 points). You can move into the space of a
combining their weight limits. The object is still subject to momentum, so if you stop
creature one or more sizes larger than you. The target creature receives no opportunity
suddenly it will want to continue moving.
attacks for this movement, though others might. While you are in the creature’s space you
The effect lasts a number of hours equal to 2 plus your Constitution bonus
gain these benefits:
(minimum 1 hour). If the effect expires you can refresh it mid-flight by activating this
Whenever the target moves, you can use your reaction to move along with it. This
power again. If you cannot refresh it or the weight of the object exceeds your drag limit
movement does not provoke opportunity attacks.
(if too much is loaded into the cart), you must descend immediately and cannot gain
You are Invisible to the target (although it knows exactly where you are) unless it has a
altitude until the weight is reduced.
long neck, eyes in the back of its head, or it senses without eyes (such as an ooze).
Snap Out Of It
Once per turn the target can attempt to shake you off as a part of its movement by
contesting its Strength (Athletics) against your Dexterity (Acrobatics). If it wins the contest,
you move to an adjacent space and fall prone. 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
Ten Wingpower
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.
Flap your wings hard enough and you can knock your opponents down and blow them
Scaredy-Cat away.
Prerequisite: You must be capable of winged flight.
Ohmygosh! Look out for that ferocious cragadile!
Activate as your action (2 points). Contest your Strength, Dexterity, or Constitution
Activate as part of your action (2 points). Contest your Charisma (Deception) against
vs. the Strength of creatures in a 30-foot cone. Any creatures you beat are pushed 20
the Wisdom (Insight) of a creature within 30 feet. You have advantage on this check. If you
feet. If you beat them by 5 or more, they are also knocked prone. Gaseous or swarm
win, you spook the target and move it 20 feet in any direction (even vertically). This works
creatures have disadvantage on this contest. Creatures one or more sizes larger than you
even if the target is climbing, flying, restrained, prone, or stunned. If you moved them
have advantage. Any clouds (natural or magical) in the area are destroyed.
vertically they can grab onto any objects overhead (DC 10 Strength save) and take no
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success, you receive a subtle hint from the GM on any subject. This might take the form of
your horn(s) leading you somewhere, pointing at something or someone, or giving you a
sudden mental picture.
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 Intelligence-
based spells or attacks you use have advantage on the damage roll.
Time Out!
You grab your trusty whistle (or a nearby bird) and blow out a long, loud tweet, getting
everyone’s 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 use a high jump or long jump
next to a wall. You use 10 feet of movement to high jump or long jump again the same
height or distance in the opposite direction. If there are back-to-back walls no more than
15 feet apart, you can keep on wall jumping this turn until you run out of movement at no
additional cost in cartoon physics points. You can use your action to hustle and continue
59
Coming Soon!
Zingers
Contributing Artists
I want to especially thank all of the artists who agreed to allow their wonderful artwork to be used. Please visit them and give them some
appreciation. They retain their individual rights to their art.
Atonewiththepants
http://atonewiththepants.deviantart.com/
Equestria-Prevails
http://equestria-prevails.deviantart.com/
Harwick
http://harwicks-art.deviantart.com/
Kilala97
http://kilala97.deviantart.com/
Sirzi
http://sirzi.deviantart.com/
TheShadowStone
http://theshadowstone.deviantart.com/
Vest (David Delanty)
http://vest.deviantart.com/
Yakovlev-Vad
MLP45E – Credits
http://yakovlev-vad.deviantart.com/
Ziom05
http://ziom05.deviantart.com/
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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.
This document is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
Changelog
Version 0.9: Initial beta release 6/29/14
MLP45E – Credits
63