mlp45e___dungeons_and_dragons_with_ponies__by_cheezedoodle96-d8493z3

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MLP45E
– Introduction

cheezedoodle96.deviantart.com

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MLP45E: Introduction ................................ ............................. 2
Chapter 1: Questions & Answers ................................ ............. 3
Chapter 2: Character Races ................................ ..................... 6
Earth Pony ................................ ................................ ................................ .................. 7
Pegasus Pony ................................ ................................ ................................ .............. 8
Unicorn Pony ................................ ................................ ................................ .............. 9
Crystal Pony ................................ ................................ ................................ ................ 9
Buffalo ................................ ................................ ................................ ...................... 10
Diamond Dog ................................ ................................ ................................ ............ 10
Donkey ................................ ................................ ................................ ...................... 11
Dragon ................................ ................................ ................................ ...................... 12
Griffon ................................ ................................ ................................ ...................... 13
Minotaur ................................ ................................ ................................ ................... 14
Yak ................................ ................................ ................................ ............................ 15
Zebra ................................ ................................ ................................ ......................... 16
Chapter 3: Comic & Fanon Races ................................ ........... 17
Boar ................................ ................................ ................................ .......................... 18
Changeling Orphan ................................ ................................ ................................ ... 18
Deerfolk ................................ ................................ ................................ .................... 20
Hippocampus ................................ ................................ ................................ ............ 22
Hippogriff ................................ ................................ ................................ .................. 23
Kirin (Dragon -Pony) ................................ ................................ ................................ .. 24
Chapter 4: Character Options ................................ ................ 26
Cutie Marks ................................ ................................ ................................ ............... 27
Religion in Equestria ................................ ................................ ................................ . 29
Bard Option ................................ ................................ ................................ .............. 31
Cleric Options ................................ ................................ ................................ ........... 33
Sorcerer Options ................................ ................................ ................................ ....... 37
Warlock Options ................................ ................................ ................................ ....... 40
New Skill & Skill Uses ................................ ................................ ................................ 40
New Backgrounds ................................ ................................ ................................ ..... 41
New Feats ................................ ................................ ................................ ................. 47
Hindrances ................................ ................................ ................................ ................ 56
Languages of Equestria ................................ ................................ ............................. 57
Character Quirks ................................ ................................ ................................ ....... 58
Height and Weight by race ................................ ................................ ........................ 60
Chapter 5: Magic ................................ ................................ ... 61
New Spe lls By Class ................................ ................................ ................................ ... 62
New Spell Descriptions ................................ ................................ ............................. 62
Chapter 6: Equipment ................................ ........................... 70
Equestrian Currency ................................ ................................ ................................ .. 71
Equipment List ................................ ................................ ................................ .......... 72
Special Components & Materials ................................ ................................ .............. 72
Crafting Rules ................................ ................................ ................................ ............ 72
Magical Technology ................................ ................................ ................................ .. 78
Vehicle Rules ................................ ................................ ................................ ............. 81
Chapter 7: Gameplay ................................ ............................. 83
New Actions ................................ ................................ ................................ .............. 84
New Conditions ................................ ................................ ................................ ......... 84
Rules A dditions & Modifications ................................ ................................ ............... 85
Optional House Rules ................................ ................................ ................................ 86
Chapter 8: Cartoon Physics ................................ .................... 88
Cartoon Physics Overview ................................ ................................ ......................... 88
Automatic Powers ................................ ................................ ................................ ..... 89
Learnable Powers ................................ ................................ ................................ ...... 89
Chapter 9: Zingers ................................ ................................ . 95
Zinger Rules ................................ ................................ ................................ ............... 95
Optional Zing er Rules ................................ ................................ ................................ 95
Credits & Other Boring Stuff ................................ .................. 97
Changelog ................................ ................................ ................................ ................. 99

MLP45E
– Introduction

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Welcome!
MLP45E (My Little Pony: Fo r 5th Edition [D&D]) is a rulebook intended to be used
with the 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 try out the D&D Basic Rules for
free, although it is a limited version of the game. If you want to dive in head -first, you
should purchase a copy of the D&D 5th edition Player’s :andbook, which is a vailable in
your local game and hobby stores, and everywhere online. =f you’re the Dungeon Master
running the game, I encourage you to also pick up a copy of the D&D 5th Edition Starter
Set, which is very reasonably -priced and includes a short introductory adventure. If you like
the game and intend to continue writing your own adventures, the Dungeon Master should
also acquire a copy of the 5 th Edition Dungeon Master’s Guide and Monster Manual. For
further premade adventures you might like the Hoard of the Dragon Queen hardcover
adventure and its sequel, Rise of Tiamat , or the Princes of the Apocalypse adventure (which
makes a good sequel to the adventure in the Starter Set ). You can also go to
DNDClassics.com and purchase one of their 5th edition adventure PDFs. The “Ghosts of
Dragonspear Castle” adventure is a good starting point, which will take characters from
level 1 to 10. Finally, there’s many sources of free adventures available o nline. You may
have to adapt them to 5th -edition rules, but it may be the best option if paid adventures
aren’t in your budget!
Current Status: Playtesting
As you can see below, a number of the sections are incomplete or missing artwork. =’m
still in the p rocess of adding more content to this document, so over time those holes will
be filled in. For the time being, you’ll have plenty of material to use. =f you’d like to discuss
any potential problems or ask questions, you can do so via my DeviantArt page.
As I went through the show episode by episode to mine for material, this document is
currently drawing only from seasons 1 through 3 (and has some of the more memorable
ideas from seasons 4). As I go through seasons 4 (and soon 5!) with a fine -tooth comb,
undoubtedly this document will grow in size. If you find something in the early seasons you
think I missed, let me know! All feedback is welcome.
Latest Version Updates
You can find this version’s complete list o f updates at the end of the file, here: Vers ion
0.93 Updates

Future Updates :
:ere’s a few of the upcoming additions being worked on for later revision s:
 Gargoyle , Centaur, and Goat races
 Artificer class, Avenger class (rogue archetype)
 More a lchemical ite ms , herbs, and special components
 Magic items & discussion on prices
 Pony name generator
 More z ingers
 More s eason 4 - 5 updates
 Comics/chapter books update

MLP45E
– Chapter
1 Questions & Answers

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Below are several questions and answers about the basics of the game, and some basic
assumptions that MLP45E makes about the world.

Q: I’m new to Dungeons and Dragons. How does this work?
A: Dungeons and Dragons is a fantasy roleplaying game. In it, one person takes on the
role of the Dungeon Master, abbreviated as DM. In this rule set I use the term GM (Game
Master), as it’s more generic. The DM/GM creates the setting, tells the story, and uses the
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
consider 4 or 5 players to be the best number. Each pla yer creates their own unique
character by choosing a race and class, customizing it to their liking, and writing a
background for him or her. Ideally, each character in the party should be good at different
things, so that together with teamwork, they beco me greater than the sum of their parts.
The GM works together with the players in creating a fun, exciting, personalized narrative
for the characters to participate in.

Q: So what does MLP45E bring to the table?
A: MLP45E is intended provide the races, fe ats, magic, backgrounds, skills, and
equipment that are unique to Equestria as a setting. The intention is to use all 5e rules,
classes, and abilities as -is with as few changes as possible to make it easier to learn for
everyone. MLP45E does add two major, all-new optional modules: Cartoon Physics and
Zingers.
The Cartoon Physics module (see Chapter 8: Cartoon Physics) adds a system of non -
magical cartoon trope abilities which have absolutely no place in a super -serious game. If
you’ve ever wanted to have your character forget to fall after running off a cliff, break
through a wall, or pull a giant hammer out from behind their back, these are for you.
The Zingers module (see Chapter 9: Zingers – not yet implemented ) presents some of
the smart -alecky one -liners our sassy ponies like to use, along with other memorable
quotes, scenes, and gimmicks from the show that just can’t be implemented with standard
class powers, spells, or feats. It adds a CCG -like element of random fun to the game, since
Zingers come i n card form and are drawn after resting and discarded when used.
Because both systems are complete optional add -ons which bring their own new
rules, rather than modifying existing portions of the game, the GM can choose whether or
not to use each of these two modules in their own campaigns.

Q: Is D&D appropriate for kids?
A: Dungeons and Dragons is usually aimed at teenagers and adults, because it includes
real violence as the default assumption, and many character powers and abilities are
centered on comb at capabilities. If it had a MPAA rating, it would be PG or PG -13. At the
very least, the GM has a lot of responsibilities, and should be mature enough to run a fair,
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
than r esorting to violence, or only using it as a last resort (just like in the cartoon). You
can also assume that rather than killing their opponents, players beat them up, and the
villains learn their lesson or are brought to justice. Like Discord’s redemption , it can be a
lot of fun to have a former villain come back later to help out the players.

Q: So what are the GM’s responsibilities?
A: Before the game, the GM prepares an adventure in which the player characters
will participate. Adventures can range fro m simple problem -solving (find out who’s
stealing pies from Granny Smith’s window) to political intrigue, to exploring a complete,
detailed castle ruin filled with dangerous monsters and valuable treasures. You can find
pre -written adventures all over the internet, some free and some for sale. There are
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
or in a rush for time. rpg.drivethrustuff.com and DNDClassics.com are excellent sources
of PDF adventures. Other forum sites with tons of advice are www.ENWorld.o rg and
www.RPG.net . One of the best sources of adventures is Dungeon Magazine. If you
subscribe to Wizards of the Coast’s D&D =nsider service (about $10/month, les s for
recurring subscriptions) you can download every PDF issue of Dungeon Magazine for
free, and have dozens of professional -quality adventures ready to use on your computer
(although you will have to convert them from 4th edition to 5th edition, which is n’t too
hard).
During the game, you describe the scene, the situation, and any other information
the players need to determine what to do. You also role -play the NPCs (non -player
characters) who may be friends or enemies of the PCs (player characters). If the
adventure breaks out into combat, you may want to lay out miniatures or tokens
representing the player characters and NPCs on a map of some kind so everyone can get
an idea of where things are positioned (though this is optional). Some groups use
expen sive, elaborate gaming terrain and miniatures (MLP blind bag figures work well),
while others have just as much fun with simple 1” graph paper and coins, buttons,
beads, or poker chips for tokens. Do a Google image search for “D&D game play” and
you’ll see plenty of examples.
Above all, it’s your job to make sure everyone is having fun. Watch that each player
is getting to share in the adventure and nobody is dominating the others or being left
out. As you get to know the players and their characters bette r you can easily add
portions of the adventure that shine a spotlight on their unique abilities.

Q: What about player responsibilities?
A: The players are each responsible for creating a unique character and customizing
it to their liking. You should write an interesting background for your PC (player
character) and try to fit them into the world. You might even choose an existing canon

MLP45E
– Chapter
1 Questions & Answers

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char acter from the show as your character, but be sure to ask the GM’s permission first
because that may intrude on their plans for the campaign. Since D&D and FiM are both
primarily about cooperation and teamwork, you should create a character that can get
along with others and at least attempt to make friends. Some groups play evil characters,
but unless all the players and the GM are in agreement with their expectations, such a
campaign can quickly become un -fun.
With that in mind, you should cooperate with the other players when making your
characters. The most effective parties usually have a good blend of character races and
classes, each with abilities that complement their allies. The classic D&D group consists of a
fighter, cleric, wizard, and rogue. If the group is small, the GM can also choose to create an
NPC helper or two to join your group and fill out any missing roles.
Finally, make sure that everyone is having fun. Make sure you’re not hogging the
spotlight from the other players, but also make s ure that you’re contributing to the game
and everyone’s enjoyment. The GM has a difficult task, so try to be understanding if you
think they are in the wrong, or forgetting something, and talk to them in private rather
than calling them out.

Q: I’m alread y familiar with D&D, but not with 5th edition. What is it like?
A: “DND Next” or 5th edition is a “unification” edition which takes some of the best
elements of 3rd and 4th edition while trying to avoid the pitfalls of those versions and
getting back to a simpler D&D. The primary feature is “bounded accuracy” which puts tight
controls on the die roll bonuses so common (and difficult to track) in past editions. There is
also a hard cap of 20 on ability scores for player characters. Fortitude, Reflex, and Will are
gone, and saving throws are keyed off each ability score. Fe ats are harder to get but much
more powerful in scope, being more like expanded class features than 3e or 4e feats. 5e
also features character backgrounds (similar to 4e themes), ritual magic, and hit dice
(somewhat similar to 4e’s healing surges). Finally , there are robust multiclassing rules
which allow you to create interesting character concepts which aren’t covered by the core
classes.

Q: What classes are covered in the 5e Player’s Handbook ?
A: The core class list includes the barbarian (berserker and totem warrior), bard
(college of lore and college of valor), cleric (multiple domains), druid (circle of the moon
and circle of the land), fighter (champion, battle master, and eldritch knight), monk (way of
the open hand, way of the four elements, and wa y of shadows), paladin (oath of devotion,
oath of the ancients, and oath of vengeance), ranger (hunter and beast master), rogue
(assassin, thief, and arcane trickster), sorcerer (draconic bloodline origin or wild magic
origin), warlock (3 pacts – archfey, great old ones, and fiends – and 3 boons – chain, blade,
and tome), and wizard (8 different traditions). That’s a total of nearly 30 different character
classes to choose from. When you combine that with the 26 different subraces available in
MLP45E, that’ s around 500 different possible combinations to try out.
And because 5e is built with multiclassing in mind rather than including it as an
afterthought, it’s easy to use multiclassing to recreate character classes from previous
editions that aren’t yet imp lemented. For example, a 4th -edition avenger could be created
as a Dexterity -based paladin/rogue wearing light armor . Finally, this book adds several new
class options for the Equestria setting, such as cleric domains, a bard variant, and a sorcerer
varian t, with more on the horizon.

Q: What rulebooks are available for 5e D&D ?
A: Currently, the Player’s handbook, Dungeon Master’s Guide, and Monster Manual
are all available in hardcover format.
In March 2015, Wizards of the Coast released the Elemental Evi l Player’s
Companion, a free supplemental PDF to the Princes of the Apocalypse super adventure.
It contains several new races and many new spells. Some of the spells that are
referenced in MLP45E are detailed in that source. You can download your own copy
here.
=n November 2015, Wizards of the Coast released the Sword Coast Adventurer’s
Guide, a hardcover guidebook for the D&D Forgotten Realms campaign setting. Most of
the book is information specific to that world, but there are 30 pages of new material
usable in any game. =t’s up to you whether these options justify the price:
 A new barbarian path (battlerager) and six new totem warrior totems
 A new cleric doma in (arcana) for priests of magic.
 A new fighter archetype (purple dragon knight) with leadership abilities.
 Two new monk traditions (Way of the Long Death, Way of the Sun Soul),
basically wielders of the powers of death and life.
 A new paladin oath (Oath o f the Crown) with teamwork and protective
abilities.
 Two new rogue archetypes: mastermind (a crime boss/spy), and swashbuckler
(a charismagic, highly mobile melee specialist).
 A new sorcerous origin (storm) which is an alternate option to the one
presented in this book.
 A new warlock patron (the undying) with powers relating to dying and the
undead.
 A new wizard tradition (bladesinger) which is a more magical version of the
arcane trickster rogue or the eldritch knight fighter.
 Four new wizard cantrips that let you attack with a weapon and create an
additional magical effect. Wizards of the Coast released one of these cantrips,
Green -Flame Blade , as a free be nefit to the Extra Life charity donations, so you
can see how they work.
 Twelve new backgrounds that have some loose ties to the Forgotten Realms
but can easily be used in any world, like Equestria.

Finally, Wizards of the Coast often releases playtest ve rsions of new material for
free online that you can try out for yourself. This is through their monthly Unearthed
Arcana feature. Here is a list of what articles are available:
 Modi fying Classes (April 2015). This article adds a spell -less ranger and a divine
sorcerer as well as suggestions in how to safely modify classes.
 Waterborne Adventures (May 2015). This article adds new fighting styles, and
the swashbuckler rogue archetype and storm sorcerous origins which later
appeared in the Sword Coast Adventurer’s Guide
 Variant Rules (June 2015). Adds some alternate rules for players making all
rolls, a hit point variant, and custom alignments.
 Awakened Mystic (July 2015). Adds the first look at a 5th edition psionicist
class. Only goes to level 5 in the playtest.

MLP45E
– Chapter
1 Questions & Answers

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 Ranger (September 2015). Provides some revised ranger classes with alternate
class fe atures for level 1 -5.
 Prestige Classes & Rune Magic (October 2015). Adds the rune scribe, a new
prestige class that masters ancient symbols.
 Light, Dark, Underdark! (November 2015). Adds new fighting styles for rangers,
paladins, and fighters, a new ranger archetype, the shadow sorcerer, and the
undying light warlock pact. The undying light c ould work well for warlocks who
draw power from the sun or from the Tree of Harmony.

Q: What’s this DM’s Guild I’ve heard about?
A: In January of 2016, Wizards of the Coast announced the formation of the Dungeon
Mas ter’s Guild , an official channel for individuals to publish their own custom races,
classes, adventures, and other D&D game material. Writers are allowed to use certain
official D&D content in thei r creations, and in return for the licensing and distribution WotC
receives a portion of the sale price of these items . Many items on the site are free , pay -
what -you -want , or quite inexpensive , however, so the Guild is a wonderful source of new
options and adventures for gamers on a tight budget. This material isn’t likely to be
playtested to the same rigor as 5th edition itself, so GMs who choose to use any Guild
material in their games will want to carefully examine them to make sure they are a good
fit. Items the Guild offers for sale have their own user ratings, so popular, highly -rated
items would be a good place to start.

Q: Wait, isn’t this all fanon/headcanon from this point forward?
A: Indeed! In order to flesh out Equestria as a complete setting, many assumptions
have to be made. In all cases I tried to cleave as close to the show and comic canon as
possible. =n many cases, however, we only have brief glimpses of some of the show’s
species, spells, and equipment, so many gaps have to be filled in. Especially for the
character races, I have provided some suggestions but left the majority of it open to the
GM’s interpretation. Like any roleplaying game, the GM is always free to change things as
he or she sees fit.

Q: How can there be clerics or paladins when Equestria doesn’t have gods! And how can
non -unicorns use magic?
A: In Equestria, only unicorns are depicted as having the ability to actively use magic. If
you were to limit magic to only unicorns however , then that would lock non -unicorns o ut
of more than half of D&D’s classes. =n order to support the most classes while still making a
nod to unicorn -unique magic, MLP45E makes these assumptions:
Bards receive their magic through the power of song. This is a mysterious process little
understoo d by the scholars of magic in Canterlot. Bards seem to draw a little bit of magic
from everywhere – the sun, moon, and stars, the land beneath them, the mighty powers of
Equestria , but especially they draw their magic from the goodwill generated by the
com mon folk who enjoy their music . The bard class is open to all races.
Clerics and paladins wield divine magic. Whether it is provided directly by gods or
simply powered by the positive energy produced by all sentient creatures is up to the GM
to determine f or their version of Equestria. MLP45E makes the assumption that gods exist,
but they are hidden, unknowable beings. Instead, they make their intentions known
through their champions: powerful servants that live in Equestria (directly or indirectly)
carry o ut their will.
Some known champions are the alicorn princesses, Discord the Prince of Chaos,
Queen Chrysalis, King Sombra, and Lord Tirek. Creative Brony fan fiction authors have
produced a number of other similar powerful beings that could serve as addit ional
champions. Even though it’s complete fanon, = find the idea of a sun cleric blasting away
undead in the name of Celestia, or a vengeful night paladin cleansing the world of evil in
Luna’s name quite exciting.
Druids, Rangers, and Totem Warrior B arbar ians wield druidic (nature) magic.
Druidic magic draws on the energy of the world itself, and the life force of all living
creatures. Therefore, it is open to all races. Some recent publications support this type of
magic existing in Equestria. The Journal of the Two Sisters mentions that the zebras Luna
befriended were able to cast their own spells, though it doesn’t go into detail what kind,
other than that they are defensive in nature. In the IDW comics, the deer ruled by King
Aspen are able to control t he growth of trees, vines, and other plants. To me, this makes
a plausible case for druidic or shamanistic magic existing even in canon Equestria.
Sorcerers receive their magic from an unusual or unexplainable event in their past,
such as the touch of Dis cord, dragon ancestors, or being born during an unusual magical
event. They can somehow grasp magic and manipulate magic as if it were some physical
thing. The sorcerer class is open to all races.
Warlocks are granted their access to arcane magic through a pact made with a
powerful eldritch being. In return for their promise to serve this being, they can
manipulate magic much like a unicorn wizard. The warlock class is open to all races.
Wizards, Eldritch Knights (Fighter Subclass), and Arcane Tricksters (R ogue
Subclass) are the traditional arcane classes. Their magic is powered by their own life
force, and is channeled through their horn(s). =t’s generally learned through careful
practice, memorization, and intense study of old magic books. Therefore these classes
are only open to races which are able to harness arcane magic. These include unicorns,
some deerfolk, and some dragons.
Other magic: A few classes don’t quite fit any of the above categories. Way of
shadows monks (ninjas), and way of the four eleme nts monks (air/earth/fire/water
benders) are their own unique type of magic. =t’s up to the GM to determine whether
these classes are available to non -unicorns or not, but =’d allow them. Especially since
Maud Pie makes such a perfect earth monk!

Q: Where does leather come from? :P
A: This doesn’t get discussed in the show because why are you over -analyzing a
kids’ show!? Just like in the real world, leather comes from non -sentient animals. After
all, there’s got to be a reason Sweet Apple Acres k eeps livestock...

Q: I have a suggestion, a question, or want to talk about the game !
A: For the time being, comments, questions, and suggestions can be left on my
DeviantArt page under the gallery entry for each MLP45E document. If it gets to be too
cro wded = will look into a host forum. Follow me on DA and you’ll be notified of any
updates.

MLP45E
– Chapter
2: Character Races

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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. Fo r 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 entirely . In most cases
I have taken existing D&D racial abilities and added them where I felt the flavor would be appropriate. Although I haven’t re ad m uch in the way
of fan fiction, but some of the abilities have been adapted from those sources.
If you’re already familiar with the 5th -edition D&D races, you’ll probably notice that these races are a bit more powerful than normal. The
reason is that pegasu s flight abilities have to be baked -in to the ir racial abilities. Normally at-will flight is not available to standard D&D races.
Therefore, the power level of all races needed to be boosted to match that of pegasi to provide a level playing field. I would caution against
using standard D&D races together in the same campaign with those of MLP45E, since the Equestrian races will certainly be mor e 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 somewhat balanced with Equestrian races.


A Note on “Race”
I use the term race throughout these
documents because, though technically
incorrect, that has always been the
standard term used in D&D to denote the
differing character species available.
The Sha dy Trough by Equestria -Prevails

MLP45E
– Chapter
2: Character Races

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Earth Pony
Earth ponies are the most numerous of the equine races. They reside in groups ranging
in size from small, nomadic herds to massive cities. Their natural magic is subtle and often
manifests as superior strength, stamina, personal magnetism, or close ties with the plants
and creatures of the earth. Earth ponies are responsible for nearly all food production in
Equestria. Although they are incapable of flight like pegasi, or direct control of their magic
like unicorns, they can still excel in any profession. Perhaps it’s that perceived need which
drives many earth ponies to becom e the nation’s foremost experts in their fields of interest.
Earth Pony Traits
Size: Medium
Speed: 30 feet.
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your
hoof and bite attacks, which are finesse, heavy
weapons that deal 1d4 bludgeoning damage.
Cutie Mark: All ponies receive a cutie mark by
adulthood. You determine what your cutie ma rk
looks like and the ideal it represents . See the section
on cutie marks in chapter 4 for complete rules.
Close to the Earth: You gain proficiency in one
skill from this list: Animal Handling, Athletics,
Insight, Medicine, Nature, or Survival.
Stand Firm: Whenever an effect would force
you to move or knock you prone, you can roll a DC
15 Strength , Dexterity, or Constitution saving throw
to ignore the movement or prone effect .
Vim & Vigor : Whenever you roll Hit Dice to
heal, add +2 to the result of each die . Whenever you gain temporary h it points, add +2 to the
amount received.
Subrace: Choose a subrace. Five are described here: Andalusian, Appaloosa, Arabian,
Clydesdale, and Mustang.
Andalusian (Subrace)
While not as large as Clydesdales or swift as Mustang s, Andalusians are often more
social and outgoing than their kin.
Ability Score Bonus : From Constitution, Intelligence, and Charisma, choo se one ability
to increase by 2; the other two increase by 1.
Everyone’s Best Friend: Whenever you roll a Charisma ability or skill check or saving
throw, add half your proficiency bonus to the roll , even if you are already adding your
proficiency bonus .
People -Pony: Choose one skill from this list: Intimidation, Performance, or Persuasion.
You gain proficiency in that skill.
Appaloosa (Subrace)
The Appaloosan ponies
account for the majority of Earth
ponies throughout Equestria.
Most live in small farming and
fishing communities. Appaloosas
are distinct in that they often
have spotted coats. They are the
founders o f both Appleloosa and
Ponyville, among many other
towns.
Ability Score Bonus : From
Constitution, Wisdom, and
Charisma, choose one ability to
increase b y 2 ; the other two
increase by 1.
Country Wisdom: Choose one skill from this list: Animal Handling, Insight, Nature, or
Survival. You gain proficiency in that skill .
Crafty: You gain profi ciency in a Tool of your choice other than thieves’ tools.
Pilgrim Trader: Choose Bovine, Canine, Cervine, French, or Griff. You speak enough of
the chosen language to hold a conversation.
Arabian (Subrace)
The ponies of distant Saddle Arabia are taller and slimmer than the average earth
pony. One could assume tha t their culture is significantly different from that of Equestrian
ponies. That is left for the GM to flesh out.
Ability Score Bonus : From Constitution, Intelligence, Wisdom, and Charisma, choose
one ability to increase by 2 ; and two others t o increase by 1.
Languages: Add Arabic as a bonus language.
Fleet of Hoof: Your speed increases by 5 feet.
Social Caste: Choose one of the following benefits :
 Artificer: You have advantage on Intelligence checks related to alchemy, magic
items, and items of artifice.
 De sert Dweller: When you take fire damage, reduce the damage taken by 2. In
addition, you have advantage on Constitution saves to avoid exhaustion from
hot weather.
 Regal Bearing: Re-roll any Charisma ability or skill check die that is 5 or less
before your bonuses are added.
Clydesdale (Subrace)
Clydesdales are larger than other ponies, and stronger. They tend to have longer,
shaggier hair, especially around their fetlocks.
Ability Score Bonus : From Strength, Constitution, and Charisma, choose one ability to
increase by 2 ; the other two increase by 1.
Strong Back: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.
Commission 1
By Atonewiththepants
Design Notes: Earth Pony
In order to make sure earth ponies don’t fall
behind pegasi and unicorns, their legendary
toughness and strength needed to be
represented favorably in the mechanics.
They are one of the most flexible races, with
the five subraces covering a wide range of
character concepts. Don’t tak e the horse
breeds too literally though —they’re still all
ponies and even within the same family,
siblings might represent different subraces.

MLP45E
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Toughness: Your hit poi nt maximum increases by 1, and it increases by 1 every time you
gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size . You do
not add it to your maximum HP, but you can use it during short rests to heal.
Mustang (Subrace)
Mustangs roam Equestria’s open plains and are known for their agility and swiftness.
Ability Score Bonus : From Dexterity, Constitution, and Charisma, choose one ability to
increase by 2 ; the other two increase by 1.
Born to Run: You have advantage on any s aving throws against effects that restrain you
or slow your movement. In addition, each time you use your movement, you can treat up to
10 feet of difficult terrain as normal terrain.
Fleet of Hoof: Your speed increases by 5 feet.
Pegasus Pony
The pegasi are the second most numerous of the equine races. Most live in floating cloud
cities such as Cloudsdale, but they are still common elsewhere, making up roughly 25% of the
populations of other pony cities. Pegasi are responsible for managing the weather thr oughout
all of Equestria’s populated lands, dissipating dangerous storms while still providing sufficient
rainfall for abundant agricultural production. Pegasi are also natural warriors, and make up
the majority of the Canterlot Royal Guard corps, includin g the elite Wonderbolts team.
Pegasus Pony Traits
Ability Score Bonus : From Dexterity,
Constitution, and Charisma, choose one
ability to increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 30 feet.
Vision: Normal
Languages: Equestrian and one
additional
Natural Weapons: You are proficient
with your hoof and bite attacks, which are
finesse , heavy weapons that deal 1d4
bludgeoning damage.
Cutie Mark: All ponies receive a cutie
mark by adulthood. You determine what
your cutie mark looks like and the ideal it
represents See the section on cutie marks in chapter 4 for complete rules.
Flight: You have a fly speed of 50 feet. If you are at half your maximum HP or less, your
fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If you are
at one -quarter your maximum HP or less, you cannot fly. You can only glide to the ground
(see below). If you have one level of exhaustion, your fly speed is halved. If you have two or
more, you canno t fly.
Cloud Walking: You can touch
and interact with cloud s 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 thic k clou ds and force
them to rain, or possibly even coax out
a small lightning bolt if it’s a thick
enough cloud.
Glide : When you fall 30 feet or
more, you can use your reaction to
spread your wings and slow your fall,
preventing you from taking any falling
damage . For every 10 feet you fall, you
can move 5 feet horizontally.
Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
Keen Senses: You gain proficiency in the Perception skill.
Subrace: Choose a subrace. Two are described here: Pennate and No cturnus
Pennate (Subrace)
Pennate pegasi have light, lithe bodies built for speed. Their powerful, feathered
wings lift th em into the air with ease. Most hail from the aerial cities of Cloudsdale and Las
Pegasus. They are the pegasi most people think of when they hear the name.
Athletic Poise: Choose one skill from this list: Acrobatics, Athletics, or Stealth. You
gain profi ciency in that skill.
Lightning Reflexes: You add your proficiency bonus to your Initiative rolls.
Nocturnus (Subrace)
Nocturnus pegasi ha ve large, bat -like wings,
eyes with slitted pupils, pointed canine teeth,
and dark coats. Parents tell their children scary
stories about Princess Luna’s Nocturni guards
who come to take away naughty foals who don’t
go to bed when told. Despite their fears ome
looks and reputation, most are friendly, but
proud of their appearance and like to take
advantage of it when they can.
Darkvision: You can see in dim light within
120 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Skulker: Choose one skill from this list:
Acrobatics, Intimidation, or Stealth. You gain
proficiency in that skill.
Design Notes: Pegasi
The base pegasus flight capabilities
represent the average pegasus. Super
speed abilities like those Rainbow Dash
demonstrates regularly are available as
cartoon physics abilities.
The subrace names are simply
headcanon and of course you’re free to
change them. “Pennate” is a Latin term
which means “feathered” and Nocturnus
implies the nocturnal nature of bat -
ponies (which isn’t a very practical official
name for a subrace)!
Thunderlane, Celestial Avenger
By Cheezedoodle96
The Shadow
By Equestria -Prevails

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9

Unicorn Pony
Unicorns are the least numerous of the three pony races, although they are still more
common than most non -equines. Like pegasi they have founded their own cities, which are
typically in hilly or mountainous regions where their magic is needed to sculpt th e terrain to
be suitable for construction. Unicorns are still common in earth pony cities, making up
roughly 20% of the population. Unicorns have the most direct control over their natural
magic, which they achieve through focusing on the horn in their for eheads. In ancient times
unicorns controlled the movements of the sun and moon, although that responsibility has
fallen to the royal sisters since their ascendance. Of all the equine races, unicorns seem most
drawn to intellectual pursuits such as art, mus ic, and craft, although there are still plenty of
unicorn soldiers , farmers, and merchants.
Unicorn Pony Traits
Ability Score Bonus : From Intelligence,
Wisdom, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Size: Medium
Speed: 30 feet.
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your
hoof , bite , and horn attacks , which are finesse ,
heavy weapons. Your hooves and bite deal 1d4
bludgeoning damage, and your horn deals 1d4
piercing damage.
Cutie Mark: All ponies receive a cutie mark by
adulthood. You determine what your cutie mark
looks like and the ideal it represents See the section
on cutie marks in chapter 4 for complete rules .
Arcane Magic: Your horn grants you the cap ability to wield arcane magic. This means
that you are eligible for the bard, mage, and sorcerer classes and the eldritch knight and
arcane trickster subclasses . While you cast or concentrate on a spell, both your horn and the
target of the spell glow with a magical aura. The color of your magic aura is determined at
birth and never changes (unless you use dark magic).
Magic Initiate: You gain the Magic Initiate feat (see page 168 of the D&D 5th Edition
Player’s Handbook ). Choose bard , sorcerer, or wizard a s the class which you wish to learn
spells from. Most unicorns pick Apprentice’s Telekinesis and Light as their cantrips. If desired,
you can opt to learn an additional cantrip instead of the feat’s 1st -level spell.
Knowledgeable: Choose one skill from thi s list: Arcana, History, Nature, or Religion. You
gain proficiency in that skill.
Advanced Studies: Not every unicorn becomes a master of arcane spells. In fact, the
majority spend their lives in happiness without the need to learn additional magic beyond
the basics. Select one ability from this list:
 Arcane Apprentice: You learn one extra cantrip and one extra 1st -level spell, chosen
from the same class as your Magic Initiate trait.
 Arcane Weaponmaster
(Requires Apprentice
Telekinesis cantrip): You can
expertly wield a two -handed
weapon, weapon and shield, or
dual -wield light weapons
telekinetically with your magic.
When you ma ke an attack with
that weapon, you can use your
spellcasting ability modifier for
the attack and damage rolls
instea d of your Strength or
Dexterity if desired.
 Higher Education: You gain
training in one skill or tool
proficiency , or two languages ,
and the ability score you did not
choose to increase for your
unicorn ability score racial
adjustment (Intelligence,
Wisdom, or Charisma) increases by 1.
Crystal Pony
Crystal ponies are an offshoot of the standard pony races that originally hail from the
Crystal Empire. Their kind spent centuries enslaved by the wicked King Sombra. The vast
majority of crystal ponies are e arth ponies .
Crystal pegasi and unicorns are rare.

To create a crystal pony, select one of
the three normal pony races (and subrace if
applicable). Then add the following :
Crystalline Shine: You can re -roll a
Charisma check or saving throw. You regain
the use of this ability after a long rest.
Crystal Heart Champion : Every time you
take necrotic damage, reduce the damage by
your proficiency bonus .
Repressed Memories: You are vulnerable
to psychic damage. Every time you take
psychic damage, y ou become frightened. You
can use your action to roll a DC 15 Wisdom or
Charisma check. A success ends the condition.
Design Notes: Unicorns
It’s apparent in the show that unicorns
(Especially Twilight) are only as powerful
as the story requires them to be at the
moment. That doesn’t real ly work in a
roleplaying game. Spells need to act
consistently or suspension of disbelief
suffers.
I’ve tried hard to capture the exact
capabilities of spells used in the show,
but in some cases they needed to be
limited for game balance purposes. That
said, unicorn characters get to choose to
be either a magical prodigy like Twilight,
or more like your typical background
unicorn.

Lyra Heartstrings,
Bard of Ponyville
By Cheezedoodle96
Crystal Empire Royal Guard
By TheShadowStone

MLP45E
– Chapter
2: Character Races

cheezedoodle96.deviantart.com

10

Buffalo
The buffalo tribes roam the open plains of southern Equestria, from the San Palomino
Desert to Dodge Junction, and their annual migrations take them through the center of that
range, Appleloosa. Buffalo cultu re resembles that of Native Americans. Recently the buffalo
have made peace with the ponies of Appleloosa, and some young buffalo are beginning to
explore pony culture. Their mammoth size sometimes gets them into awkward situations, but
it has its advantag es.
Buffalo Traits
Ability Score Bonus : From Strength,
Constitution, and Wisdom, increase one score by
2 and the other two by 1.
Size: Large
Speed: 30 feet
Vision: Normal
Languages: Bovine, Equestrian, Smoke Signs
Natural Weapons: You are proficient with
your head -butt attack, which is a finesse , heavy
weapon that deal s 1d8 bludgeoning damage.
Big Brute: Your weapon attacks with
manufactured weapons sized appropriately to
you deal 2 extra damage.
Large and In Charge: As a large -size d
creature, you occupy a 10 -foot diameter space in combat. You can carry, lift, pull, and push
twice as much weight as a medium -sized creature. If you are forced to squeeze into a 5 -foot
wide passage, you move at half speed, your opponents have advantage a gainst you and you
have disadvantage on all rolls. Small -sized creatures can freely move through your space, and
likewise you can move through their spaces. You also need to eat and drink four times as
much a s a medium -sized creature.
Stampede: If you use the Dash action you can use a bonus action to make one head -butt
attack at an y point during its movement. If this attack hits, it deals 1d6 extra damage, and
you contest your Strength against the target's Strength or Dexterity. If you win, you knock
the target prone. This extra damage increases to 2d6 at 6 th level, 3d6 at 11th leve l, and 4d6
at 16th level.
Toughness: Your hit point maximum
increases by 1, and it increases by 1 every time
you gain a level. Additionally, you have a
bonus Hit Die at level 1, which is 1d10 in size.
You do not add it to your maximum HP, but
you can use i t during short rests to heal.
War Cry: On the first round of combat (as
long as you are free to yell), you and your
allies have a +1 bonus to attack rolls and
armor class.
Diamond Dog
Diamond dogs are an apelike canine race with oversized forelegs and un dersized hind
legs. They normally walk and run on all fours, but have no trouble standing upright and
using their forelegs (complete with opposable thumbs) as arms. Their tails are stubby and
mace -like, with bony spikes or knob. Like all canines, they poss ess a keen sense of smell.
A colony of diamond dogs lives near Ponyville, underneath Rarity’s favorite gem -
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
exists on the border of Equestria, and their queen requested Rainbow Dash to come and
perform an aerial stunt show for them.
Diamond Dog Traits
Ability Score Bonus : Your
Constitution score increases by 1.
Size: Medium
Speed: 25 feet.
Darkvision: You can see in
dim light within 60 feet of you as if
it were bright light, and in
darkness as if it were dim light.
You can't discern color in
darkness, only shades of gray.
Languages: Canine and
Equestrian
Natural Weapons: You are
proficient with your claw and bite
attacks, which are finesse
weapons that deal 1d4 slashing
damage and 1d4 piercing damage,
respectively.
Burrow: You can dig through
sand, dirt, and loose stone at the
rate of 5 feet per round, up to a number of minutes per day equal to your Constitution
score. You can dig longer, but you risk exhaustion (DM’s option).
Keen Nose: You have advantage on Investig ation and Perception checks when
attempting to notice or locate objects that have a distinct smell, or other creatures. If
there's a strong distracting smell in the area, you might instead have disadvantage (GM's
option) .
Your sense of smell is such that you can recognize the species of creatures that have
been in an area recently. Roll a Wisdom (Perception) check according to the following
table. You also have the Tracking ability of a 1st -level ranger. If you choose ranger as your
class , you gain free t raining in the Perception skill instead.



Design Notes: Buffa lo
There’s not much information on
buffalo in the show aside from their
appearance in “Over A Barrel.” As
they are based on Native American
culture, a number of their abilities and
feats are drawn from Native American
tropes.
Laughing Water, Bu ffalo Spirit -
Talker Shaman
By Cheezedoodle96
Horse Thieves
By Cheezedoodle96

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11

Scent Situation DC
Recognize a familiar species 10
Recognize an individual you know well 15
Recognize an individual you have met at least once 20
Every four hours that have passed +1 to the DC
Rain or snow in the area +5 to the DC
Particularly overpowering smell nearby Disadvantage

Magic Resistant: When you fail a sav ing throw against a magic spell, you can re -roll the
save. You regain the use of this ability after a short rest.
Shifty: When an opponent misses you with an attack, you can use your reaction to make
a shove attack against that opponent or move up to 10 feet .
Subrace: Choose a subrace. Three are described here: Doberman, Mastiff, and Pug.
Doberman (Subrace)
Diamond Dog Dobermans lie halfway between their larger and smaller kin . Their keen
wits often lead to them becoming the brains of any
diamond dog outfit.
Ability Score Bonus : Your Wisdom or Charisma
score increases by 2.
Crafty: You gain profici ency in one tool of your
choice, and one skill from this list: Deception,
Intimidation, or Persuasion.
Mastiff (Subra ce)
Diamond Dog Mastiffs are the big muscular
brutes of their race. They are most comfortable in a
suit of heavy armor, swinging a big weapon.
Ability Score Bonus : Your Strength score
increases by 2.
Thick Hide : You gain a +1 bonus to Armor Class.
Pug (Sub race)
Diamond Dog Pugs make up in sneakiness and agility what the lack in brute strength.
Ability Score Bonus : Your Dexterity score increases by 2.
Size: Small
Devious: Choose Acrobatics, Sleight of Hand, or Stealth. You gain proficiency in that skill.
Nimble: You can move through the space of any creature that is size medium or larger .
Sneaky: You can attempt to hide even when you are obscured only by a creature that is
size medium or larger .





Donkey
Donkeys, and their half -horse hybrids --hinnies and mules --are all unique breeds with
slightly different characteristics, but for the purposes of the game, they all follow the same
rules . A hinny is the offspring of a male horse and female donkey, while a mule is t he
offspring of a female horse and male donkey. Despite being equines, these three species all
lack cutie marks. Slightly smaller than ponies, in general they are known to be strong,
surefooted, patient, and tough, sharing many of the traits of earth ponie s.
In Equestria, donkeys hinnies, and mules appear to live normal, modest lives among
the pony majority. Cranky the donkey lives up to his namesake, but other examples of this
group seem well -adjusted and easy to get along with.
Donkey Traits
Ability Score Bonus : From Strength,
Dexterity, Constitution, and Wisdom,
choose one ability to increase by 2 and a
second to increase by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian and one
additional
Natural Weapons: You are proficient
with your hoof and bite attacks, which are
finesse , heavy weapons that deal 1d4
bludgeo ning damage.
Brave: You have advantage on saving
throws against being frightened or terrified.
Nimble: You can move through the space of any creature that is size large or larger.
Stand Firm: Whenever an effect would force you to move or knock you prone, you
can roll a DC 15 Strength , Dexterity, or Constitution saving throw to ignore the movement
or prone effect .
Strong Back: Your speed is not reduced b y
wearing heavy armor in which you are proficient, and
your carrying capacity, and lift, push, and pull limits
are increased by 50%.
Stubborn: When an effect blinds, dazes, deafens,
frightens, stresses, terrifies, or stuns you, you can use
your reaction to ignore that condition. You can use
this ability again after a short rest .
Poison -Resistant : You have advantage on saves
against poison, and resist poison damage.
Vim & Vigor : Whenever you roll Hit Dice to heal,
add +2 to the result of each die. Whenever y ou gain
temporary hit points, add +2 to the amount.
Design Notes:
Donkey
While they have some
abilities in common with
Earth Ponies, I see
donkeys and mules as the
dwarves of Equestria:
stubborn, irascible,
smaller in stature but big
in heart.
Design Notes:
Diamond Dog
Other than their single
appearance in season 1 and
coming up in the IDW Friends
Forever #6 comic, there is
little to go on for these guys.
They are currently based on
D&D dwarves, with a few
additional abilities borrowed
from halflings.
Cranky Doodle Cleric
By Cheezedoodle96

MLP45E
– Chapter
2: Character Races

cheezedoodle96.deviantart.com

12

Dragon
In exceedingly rare situations, a young dragon finds itself orphaned, abandoned, or even
voluntarily leaving the company of other dragons to associate with ponies. One of the most
well -known is Spike, assistant and confidant of Princess Twilight Sparkle. L ike the equine
races, dragons also possess innate magic, but theirs usually empowers their physical might
and the power of their dragon breath. Occasionally, a dragon learns to control its innate
magic, allowing it to cast spells like a unicorn. Most Equestrian dragons normally breathe fire,
but it’s rumored there are other dragon types who breathe acid, cold, lightning, and poison.
Dragon Trai ts
Ability Score Bonus : From Strength,
Constitution, and Charisma, choose one
ability to increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian, Draconic
Natural Weapons: You are
proficient with your c law and bite
attacks, which are finesse , heavy
weapons that deal 1d6 slashing damage
and piercing damage, respectively.
Dragon Type: Choose a dragon type
from the table below, which determines
your scale color and appearance, as well
as your breath weapon and damage resistance.

Dragon Damage Type Breath Weapon
Black or Copper Acid 5 x 30 ft. line (Dex. Save)
Blue or Bronze Lightning 5 x 30 ft. line (Dex. Save)
Brass Fire 5 x 30 ft. line (Dex Save)
Red or Gold Fire 15 ft. cone (Dex Save)
Green Poison 15 ft. cone (Con Save)
White or Silver Cold 15 ft. cone (Con Save)
Purple Fire 15 ft. cone (Dex Save)

Breath Weapon: You can use your action to exhale destructive energy. Your dragon type
determines the size, shape, and damage type of the exhal ation. When you use your breath
weapon, each creature in the area of the exhalation must make a saving throw as indicated.
A creature takes 2d6 damage on a failed save, and half as much on a successful save. The
save DC is 8 + your Constitution bonus + you r proficiency bonus.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After
you use your breath weapon, you cannot use it again until you complete a short rest or a
long rest.
Focus Breath: You can choose to concentrate your breath weapon attack down to
affect a single adjacent object over multiple rounds. One round of such use will destroy
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends
your breath weapon like any other use.
Damage Resistance: You have resistance to the damage t ype associated with your
dragon color .
Immature Wings: Your
wings have emerged recently,
although it will be some time
before they are strong enough
to enable regular flight. In the
meantime, you can use them
for short bursts of flight and
some controlled gliding. You
can use your movement to fly
the same distance as your
ground speed, but if you do so
more than once before you
complete a short rest, each
additional use after the first
you must roll a DC 15
Constitution save or gain a
level of exhaustion .
Slow Fall : When you fall 30 feet o r
more, you can use your reaction to
spread your wings and slow your fall,
giving you resistance against falling
damage. For every 10 feet you fall, you
can move 5 feet horizontally.
Scaly Hide : You gain a +1 bonus to
Armor Class.
Dragon Bloodline: Choose two
dragon bloodline abilit ies from the list
below.
 Agile Feet: Your foot claws
are just as dexterous as
your hand claws, allowing
you to climb at full speed. If
the surface is difficult and
requires a successful
Strength (Athletics) check,
you have advant age on this
check. If your hands are full,
bound, or otherwise occupied, you can use your feet to make attacks, cast
spells, or interact with objects. You still can’t exceed the number of actions or
attacks per round you’d be allowed if you were only using your hands.
Design Notes: Dragon
This write -up assumes a slightly older,
winged dragon, like the teenagers
appearing in the episode “Dragon Quest.”
and that Spike will eventually grow wings
once he’s older. There’s no canon
evidence of dragons using overt magic
spells like unicorns, so you can always
disallow that option if you like. I included
it to help break the u nicorn mono poly on
arcane magic, and because D&D dragons
often have spellcasting ability.
Zuri and Argent By Cheezedoodle96
Dragon Greed
In the episode “Secret of My Excess ”
Spike grew to enormous size, lost his
ability to communicate, and seemed to
revert to a basic, instinctual behavior
after becoming greedy. This trait could
obviously cause a lot of problems for a
dragon c haracter, so I recommend
treating Spike’s experience as a unique
reaction to his exposure to Twilight’s
uncontrolled magic at his hatching,
rather than an experience that all
dragons could potentially share.
Of course, dragons can still have a
greedy strea k that they can sometimes
find difficult to ignore

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 Arcane Apprentice: You can wield arcane magic like a unicorn. Pick bard,
sorcerer, or wizard . Your spellcasting ability is Charisma (bard or sorcerer
cantrips) or Intelligence (wizard cantrips). You learn two cantrips from the chosen
class.
 Breath Weapon Trick: You gain the use of one of the following cantrips, matching
your breath weapon type: Acid Splash (acid), Lightning Spark (lightning, new spell
in chapter 5), Poison Spray (poison), Produce Flame (fire), or Ray of Frost (cold).
Use your highest ability score as the spellcasting ability for this cantrip. If it has a
save DC it is equal to 8 + your highest ability score modifier + your proficiency
bonus.
 Deadly Weapons: Your claw and bite damage increase to 1d10.
 Enhanced Senses: You gain Darkvision 120’ like a Nocturnus Pegasus
 Frightening: You gain proficiency in Intimidation and have advantage on
Charisma (Intimidation) checks.
 Immunity: You have immunity to the damage type associa ted with your draconic
ancestry, rather than re sistance.
 Intense Breath: Your breath deals 1d6 additional damage and creatures have
disadvantage on saves against it.
 Lanky Legs: Your ground speed increases by 10 feet.
 Mixed Heritage: Choose a second dragon type. Each time you use your breath
weapon, yo u choose either shape and save, and the damage is split between the
two damage types. You gain resistance to both damage types. For example, if you
choose red dragon and white dragon as your parents, your breath deals half fire
damage and half cold damage, and you can choose either Dex or Con save. Both
effects use the 15 -ft. cone so that does not change.
 Prehensile Tail : Your tail is long and thin, and you can use it almost like a third
hand. Each round, you can make one extra object interaction for free b y using
your tail, such as opening a door, drawing or sheathing a weapon, or pulling a
lever. =t’s not strong enough to wield weapons.
 Quickened Breath: You can use your breath weapon as a bonus action.
 Robust Wings: Your wings are strong enough to let you fly up to four times
before needing to rest.
 Snaky Tongue: You can use your tongue to grab objects up to 1 5 feet away as a
bonus action.
 Tough scales: When you take piercing, slashing, bludgeoning, or force damage,
reduce the damage by 1.

Griffon
Griffons are a predatory race of half -lion, half -bird creatures who hail from beyond
Eques tria. They have the body, hind legs, and tail of a lion, and the forelegs, talons, wings,
and head of an eagle , hawk, or owl . Although fairly rare, griffons have at least one
community within Equestria itself, and even sent a team to the Equestria Games. S ome
griffons have integrated into pony culture and can be found living in the cities and towns of
Equestria, especially pegasus cities such as Cloudsdale. Griffon flight abilities are comparable
to those of pegasi, and their sharp
beak, talons, and lion -like roar make
them strong physical combatants.
Griffon Traits
Ability Score Bonus : From
Strength, Dexterity, and Charisma,
choose one ability to increase by 2 and
a second to increase by 1.
Size: Medium
Speed: 30 feet
Darkvision: You can see in dim
light within 60 feet of you as if it were
bright light, and in darkness as if it
were dim light. You can't discern color
in darkness, only shades of gray.
Languages: Griff, Equestrian
Natural Weapons: You are
proficient with your claw and bite
attacks, which are finesse , heavy
weapons that deal 1d6 slashing
damage and piercing damage,
respectively.
Flight: You have a fly speed of 50
feet. If you are at half your maximum
HP or less, your fly speed is halved and
you must make a DC 15 Constitution
check to gain altitude. If you are at one -
quarter your maximum HP or less, you
cannot fly. You can only glide to the
ground (see below). If you have one
level of exhaustion, your fly speed is
halved. If you have two or more, you
cannot f ly.
Cloud Walking: You can touch
and interact with cloud s as if they were
solid (albeit soft) ground. This means
you can sit or lie on clouds, move them
around, gather them together, or tear
them apart with your claws . You can
also stomp on thic k clouds a nd force
them to rain, or possibly even coax out
a small lightning bolt if it’s a thick
enough cloud.
Alex (Alexander Ironclaw)
By Equestria -Prevails
Griffon Subraces
As of the season 5 episode “Lost
Treasure of Griffonstone” multiple different
types of griffons have been shown. Here
are some ideas on griffon subraces you can
use. Each one uses most of the default
griffon traits, but has minor modificat ions.
Eagle -Lion : The average griffon is an
eagle -lion hybrid. Use the standard stats.
Eagle -Tiger: Larger and more
muscular, eagle -tiger griffons can select
from Strength, Dexterity, and Constitution
for their ability score bonuses. Their fly
speed is red uced by 10 feet, but they gain
the pegasus trait Athletic Poise.
Falcon -Cheetah : Smaller but quicker,
falcon -lion griffons can select from
Dexterity, Wisdom, and Charisma for their
ability score bonuses. Their fly speed and
walk speed increase by 10 feet, but they
lose the Ferocious Roar ability.
Horned Owl -Lion : These insightful
griffons can select from Dexterity,
Intelligence, and Wisdom for their ability
score bonuses. Their fly speed is reduced
by 10 feet, but their darkvision increases to
120 feet.
Raven -Panther: These crafty griffons
can select from Dexterity, Intelligence, and
Charisma for their ability score bonuses.
Their fly speed is reduced by 10 feet, but
they gain proficiency in one set of artisan’s
tools.
Snowy Owl -Lynx: These shaggy
griffon s lose the Ferocious Roar ability and
their fly speed is reduced by 10 feet. In
return, they have resistance to cold
damage and they have advantage on saves
against cold effects.
Vulture -Lion : Big and ungainly, a
vulture griffon’s fly speed is reduced by 1 0
feet and they lose the Pounce ability. In
return, they gain the Keen Nose ability of
diamond dogs.

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Glide: When you fall 30 feet or more,
you can use your reaction to spread your
wings and slow your fall, preventing you
from taking any falling damage. For every
10 feet you fall, you can move 5 feet
horizontally .
Sky Hauler: You gain Sky Hauler as a
bonus Cartoon Physics ability.
Keen Senses: You gain proficiency in
the Perception skill .
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 creature to attack them while they are deafened has advantage. A successful
Con save negates the effects. The save DC is 8 + your Co nstitution or Charisma bonus + your
proficiency bonus. Creatures who fail the save by 5 or more are also frightened. At the end of
their turn each round they can attempt a Wisdom save to remove the frightened condition.
After you use your roar, you can not use it again until you complete a short rest.
Pounce: If you use the Dash action you can use a bonus action to make a claw attack at
the end of the movement. If this attack hits, it deals 1d 4 extra damage and you contest your
Strength against the target's Strength or Dexterity. If you win, knock the target prone. This
extra damage increases to 2d4 at 6 th level, 3d4 at 11th level, and 4d4 at 16th level.

Minotaur
Minotaurs have the dubious honor of being Equestria’s only known humanoid race.
Despite their frightening appearance, they seem to get along well enough with equines, but
nothing is known of their culture. Are they lone wanderers eking out a living among the
ponies? Or do they have their own communities elsewhere in Equestria? Perhaps they are
norm ally subterranean, and live in underground cities? These are things for the GM to decide
for their campaigns.
Minotaur Traits
Ability Score Bonus : From Strength, Constitution, and Charisma, increase one ability by
2; the other two increase by 1.
Size: Larg e
Speed: 30 feet
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages: Equestrian, Undercommon
Natural Weapons: You are proficient with your fists, which are finesse , heavy weapons
that deal 1d6 bludgeoning damage .
Assertive: You gain proficiency in the Persuasion or Intimidat ion skill .
Big Brute: Your weapon attacks
with manufactured weapons sized
appropriately to y ou deal 2 extra
damage.
Large and In Charge : As a large -
sized creature, you occupy a 10 -foot
diameter space in combat. You can
carry, lift, pull, and push twice as much
weight as a medium -sized creature. If
you are forced to squeeze into a 5 -foot
wide passage, you move at half speed,
your opponents have advantage
against you and you have disadvantage on all rolls.
Small -sized creatures can freely move through
your space, and likewise you can move through
their spaces. You also need to eat and drink four
times as much as a medium -sized creature.
Orienteering Ace: You have a curious ability
to recognize your surroundi ngs. You have
advantage on any checks you make to navigate
(determine what direction is north, avoid getting
lost, remember where you’ve been, and so on). =f
you are ever affected by the maze spell, you can
use your action to end it immediately.
Show Them That You Rock: You can use your
action to lower your head and thrash an opponent
with your horns. This attack is reckless, so
opponents have advantage on attacks against you
until the start of your next turn. Make a melee
attack, adding your Strength and proficiency
bonu ses. If the attack hits, it deals 2d6 piercing
damage plus your Strength bonus and you contest
your Strength against the opponent’s Strength or
Dexterity. If you win, the target is also knocked
prone. The base damage increases to 3d6 at 6 th
level, 4d6 at 11th level, and 5d6 at 16th level.
You can use this ability as a bonus action if
you take the dash a ction on your turn.
Design Notes: Minotaur
I tried to avoid basing the entire minotaur
race on Iron Will’s eccentric behavior, but
his catch phrases were just too fun to not
make them into racial abilities.
Minotaurs are one of the species I hope
the show revisits someday. It would be
interesting to learn about their culture in
Equestria.
Design Notes: Griffon
Like the other flying races, flight is
such a powerful ability that it doesn’t
leave much room for other griffon racial
traits. Gilda uses a roar to intimidate
Fluttershy in Griffon the Brush Off, and
many birdlike creatures in D&D have
shriek abilities, so that felt like a good
fit. Finally, the pounce reflects their half -
lion aspect.
Iron Will, Barbarian Hero
By Cheezedoodle96

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Yak
The yak clans hail from the snowy mountain peaks of Yakyakistan, north of the Crystal
Empire. Yaks are legendary for two things: their exacting attention to detail and their nearly
xenophobic distrust of other races. Yak hostility has thawed in recent months with the
reappearance of the Crystal Empire, and trade routes between the two realms are finally
being reestablished .
=t’s said that the yak race’s demand for perfection is a culturally inherited trait. Without
proper preparation for the harsh Yakyakistani winters, s urvival can be difficult. Yaks naturally
feel this urge to excel in all aspects of their lives. This fastidiousness can be difficult to
overcome in situations where it’s unnecessary or even inappropriate. Since the normalization
of Yakyakistani -Equestrian relations, yaks who frequently deal with ponies and other races
have learned to be more accepting of their non -yak friends and their (usually
inconsequential) faults.
Yak Traits
Ability Score Bonus: Your Strength
score increases by 2 and your Constitution
and Wisdom score s increase by 1.
Size: Large
Speed: 30 feet
Vision: Normal
Languages: Bovine, Equestrian
Natural Weapons: You are proficient
with your horn attack, which deals 1d8
piercing damage, and your stomp attack,
which deals 1d8 bludgeoning damage.
Both count as finesse and heavy weapons.
Big Brute: Your weapon attacks with manufactured weapons sized appropriately to you
deal 2 extra damage.
Large and In Charge: As a large -sized creature, you occupy a 10 -foot diameter circle in
combat. You can carry, lift, pull, and push twice as much weight as a medium -sized creature.
If you are forced to squeeze into a 5 -foot wide passage, you move at half speed, your
opponents have advantage against you and you have disadvantage on all rolls. Small -sized
creatures can freely move through your space, and likew ise you can move through their
spaces. You also need to eat and drink four times as much as a medium -sized creature.
Fur Coat: Your heavy fur coat gives you resistance to cold damage, as well as the
associated benefits in cold climates. You also have advan tage on saving throws against
effects that would blind you.
No Nonsense: Whenever you take damage, reduce the damage you take by 1. At level
11, this damage reduction increases to 2. This stacks with other abilities that reduce damage.
Yak Smash: You can use your action to jump 15 feet, landing on top of an opponent and
attempting to smash it. This movement provokes opportunity attacks from opponents other
than the target. The target takes 1d10 bludgeoning damage plus your Strength bonus, and is
knocked prone if it is size Large or smaller. You then move out of the target’s space.
If the target succeeds
on a Dexterity saving throw
(DC 8 + your proficiency
bonus + your Strength
bonus) it takes no damage,
it’s not knocked prone, it can
move 10 feet without
provoking opportunity
attacks, and you fall prone
where it was previously,
ending your turn.
The damage increases
by another 1d10 when you
reach level 5 (2d10), level 11
(3d10), and level 17 (4d10).

Design Notes: Yak
In their sole appearance to date, the
yaks come off as rude and unreasonably
demanding --basically awful people. The
above short backstory hopefully gives
them a reason for their attitude and a
hook to help roleplay them.
Traditional Yak Greeting
By Cheezedoodle96

MLP45E
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2: Character Races

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Zebra
The zebras are a nother 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,
espec ially 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 f or nature
and their ancestors that borders on religious. Zebras are especially drawn to classes that form
pacts with nature or other beings or powers, such as the shaman, warlock, druid, and cleric.

Zebra Traits
Ability Score Bonus : From
Strengt h, Constitution, and Wisdom,
choose one ability to increase by 2 and
a second to increase by 1 .
Size: Medium
Speed: 30 feet
Languages: Zebraharan,
Equestrian
Natural Weapons: You are
proficient with your hoof and bite
attacks, which are finesse , heavy
weapons that deal 1d4 bludgeoning
damage.
Cutie Mark: All zebras receive a
cutie mark by adulthood. You
determine what your cutie mark looks
like and the ideal it represents . See the
section on cutie marks in chapter 4 for
complete rules.
Ancestral Guidan ce: After taking a long rest you can roll 3d20 and write down the
results . At any point in the coming day you can use one of those die results for your own d20
roll or that of a friend instead of rolling. Once a die is used in this fashion it is discarded. Any
unspent die results are discarded when you begin a long rest.
Astute Observer: You gain proficiency in the Insight or Investigation skill, and you have
advantage on all che cks and saves against illusions.
Consult the Spirits: You can use the Augury spell as a ritual once per day, even if you
cannot normally cast spells . You begin play with the material component for free.
Meditative Healing: Each time you spend a Hit Die to heal during a short rest, you add 2
HP to a pool of healing energy. You can div ide this extra healing between yourself and any
friends who are also taking the rest with you. Unspent HP in the pool disappear at the end of
the rest.
Design Notes: Zebra
Like the minotaur and griffon, al l we really
have to go on is a single individual on which
to base an entire species. Luckily, in the
episode Bridle Gossip we do have some
information on Zebra culture, which appears
to draw from some real -world African
cultures.
Their racial abilities re flect a spiritual,
reverent people, unique among all the
Equestrian races shown to date in canon.
One recent revelation in the Journal of the
Two Sisters is that the zebras befriended by
Princess Luna were able to cast spells, which
they used to defend the mselves from their
enemies, the manticores.
Zecora, Everfree Druid
By Cheezedoodle96

MLP45E
– Chapter
3: Comic & Fanon Races

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17

High Village by Sirzi






The races appearing in this
chapter are mostly implied
possibilities expanded on fro m
canon by MLP fans. We are
certainly a creative lot, and epic
fanfictions and art masterpieces
have been created around such
characters. In all cases I have
supplied my own interpretations
on such creatures, and of course
you’re always free to change
them in your own games to more
closely match your fanfiction of
choice.
The changeling orphan is
included here as well because,
while changelings themselves are
canon, the idea of a changeling
as a playable race requires some
explanation as to why a they
would leave their own kind . Thus,
their justification as orphaned
rebels who fled for their lives
after their siblings turned against
them.

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Boar
Without exception, boars are mean. At least that’s the impression many non -boars
have upon meeting one for the first time. The truth is, boars are often suspicious of
outsiders and most have a strict “family -first” attitude when it comes to sharing or
cooperating with others. Boars seldom put down roots and establish towns. Instead, they
migrate in family groups, sometimes reaching 50 or more members in size. This often puts
them at odds with the villagers, farmers, and foresters whose lands they cross, fostering a
bad reputation as they dig up roots and tubers: their favorite foods. The largest and most
successful boar clans take great pains to rehabilitate the land as they pass through,
planting more seeds and trying to leave it in better condition than they left it. Some clans,
however, care nothing for the land and it’s these families that give the boars their
unfortunate reputation.
Since they seldom establish perma nent communities, boar clans roam the lands,
caring little for borders. Given the choice, however, they will choose the paths least likely to
anger others as long as their needs are met. Sometimes boars will set up semi -permanent
camps on the outskirts of pony towns where they peddle the treasures they’ve come across
or sell their services as wilderness guides, fortune tellers, or entertainers. Musical
storytelling is an ancient boar tradition, and most boars can recite lengthy historical epics,
to the deli ght of others.
When driven to battle, boars become savage. They can shrug off a hit that would
knock most others out cold, and squeal with glee if they land a vicious blow. Thankfully, it
takes a lot to rile up a boar (although mentioning the words ‘ham,’ ‘bacon,’ or ‘pork’ in their
presence is a quick and easy way to do it.
Boar Traits
Ability Score Bonus : From Strength,
Constitution, and Charisma choose one
score to increase by 2 and another t o
increase by 1.
Size: Medium
Speed: 30 feet
Vision: Normal
Languages: Porcine, Equestrian
Natural Weapons: You are proficient
with your tusk gore attack, which is a
finesse weapon that deals 1d4 piercing
damage..
Keen Nose: You have the same keen
nose abi lity as a diamond dog (see the
previous chapter). To save space, the text
is not repeated here.
Relentless: When you are reduced to 0 HP but not killed outright, you can choose to
drop to 1 HP instead. You can't use this ability again until you finish a lo ng rest.
Savage Attacks: When you score a critical hit with a melee or thrown weapon
attack, you can roll one of the attack's damage dice one additional time and add it to the
extra damage of the critical hit.
Stubborn: When an effect blinds, dazes, deafens, frightens, stresses, terrifies, or
stuns you, you can choose to ignore that condition. After using this ability, you cannot
use it again until you complete a short rest.
Survivor: Choose one skill from this list: Athl etics, Performance, or Survival. You
gain proficiency in that skill.


Changeling Orphan
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 members of the same group. They hear each other’s thoughts in their minds, so
orders from the queen are passed down instantly and any non -harmonious thoughts are
quickly rooted out. Rival colonies are constantly at war with each other in their
subterra nean realms, so there is usually little opportunity for changelings to venture to
the surface.
Occasionally a changeling hatches that finds itself out -of-tune with the hive. Such
“defective” hatchlings are usually discovered and eaten, but sometimes a chan geling’s
link 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
how to behave and what to do to ensure their survival. Since their siblings no longer hear
their telepathic “voice” they are treated as enemies and killed.
Those few who manage to escape usually venture to the surface, and use their
shape -changing abilities to try to blend in with the locals. Fitting in is difficult, for a
number of reasons. They are not used to interacting with others verbally, providing for
their own nourishment or lodging, or making friends. In fact, one of the strangest
experiences orphaned changelings invariably have is the need to give themselve s a name .
In the hive, they simply were called by their rank --worker, drone, soldier, etc. To the
average changeling, the concept of personal names is something n ormally reserved for
their queen.
Changeling Orphan
Traits
Ability Score Bonus : From Dexterity,
Constitution, and Intelligence, choose one
ability to increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 30 feet
Darkvision: You can see in dim light
within 60 feet of you as if it were bright
light, and in darkness as if it were dim light.
Why Does Love Do This To Me
By Equestria -Prevails
Design Notes: Boar
Boars as a species are a natural fit
for the traditional D&D orc role, but I
wanted to make them something
more than that. By giving them some
qualities of the Romani (gypsy)
stereotypes, it helps make them more
interesting and relatable, and gives
them many potential character plot
hooks – both as allies and enemies.

Note: No boar art yet, but that’s
coming in the next release.

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You can’t discern color in darkness, only shades of gray.
Languages: Equestrian, Undercommon, and Changeling Pheromones
Natural Weapons: You are proficient with your bite and horn attacks, wh ich are
finesse weapons that deal 1d4 piercing damage.
Telepathy: Changelings who are still members of the hive -mind have powerful
telepathy that allows them to spy on the thoughts of others and convincing ly duplicate
most of their speech patterns, mannerisms, and recent memories. When your link to the
queen broke you lost the majority of that ability, but you can still speak telepathically with
other creatures within 50 feet with who m you share a language.
Keen Nose: You have the same keen nose ability as a diamond dog (see the previous
chapter). To save space, the text is not repeated here.
Flight: You have a fly speed of 40 feet. If you are at half your maximum HP or less,
your fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If
you are at one -quarter your maximum HP or less, you cannot fly. You can only glide to the
ground (see below). If you have one level of exhaustion, your fly speed is halved. If you
have two or more, you cannot fly.
Cloud Walking: You can touch and interact with cloud s as if they were solid (albeit
soft) ground. This means you can sit or lie on clouds, move them aroun d, gather them
together, or buck them apart with your hooves. You can also stomp on thic k clouds and
force them to rain, or possibly even coax out a small lightning bolt if it’s a thick enough
cloud.
Glide : When you fall 30 feet or more, you can use your r eaction to spread your wings
and slow your fall, preventing you from taking any falling damage. For every 10 feet you
fall, you can move 5 feet horizontally.
Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
Shapechange: You use your action to take on the appearance of any other medium -
sized living, natural creature. The first time you assume a new shape, the creature you
duplicate must be within 50 feet of you. You can remember a number of different forms
equal to your =ntelligence score. You can “forget” any of your memorized forms in order to
learn a new one. Once you’ve learned a form, you can change minor details of its
appearance. This means, for example, if you learn “earth pony” as a form, from that point
on when you change shape into an
earth pony, you can pick any
subrace, gender, build , hair style
and color, coat color, eye color , and
cutie mark. Such variations d on’t
count against the limit of forms you
know.
The shape’s details are based
on what you can discern through
your normal senses, so if the
creature you’re copying has a
hidden scar, a bag with unknown
contents, or some other quality you
can’t detect, you’ re forced to guess.
Your equipment blends into the
new form, or takes on the
appearance of some other equipment your target is wearing (your choice). Any magic
items you wear continue to function.
If you change into a form without wings, you lose your flight , cloud walking, and
glide abilities . If you change into an aquatic form, you gain its ability to breathe water (or
hold its breath for extended periods). If you change into a form with superior senses
such as an eagle’s vision, you gain that sense. Any other form you take that has some
sort of special characteristic should be adjudicated by the GM, but generally any abilit ies
you gain from the form should be (together) no more powerful than a feat. Note that
changing into a unicorn does not grant you access to arcane magic.
=f the form can speak, you can speak in its voice, but unless you’re familiar with the
target, you don’t know its mannerisms. Close friends of the target can tell you’re an
imposter if they beat you at a contest of your Charisma (D eception) against their
Wisdom (Insight). If you win the c ontest by 4 or less, they are suspicious but see no
reason to disbelieve you. If you win the contest by 5 or more, they are convinced that
you are the genuine article. If, later on, something comes up where they have reason to
be suspicious again, t hey can retry the contest.
Brittle: You have an exoskeleton which is less resilient to damage than creatures
with skeletons. Whenever you take piercing, slashing, bludgeoning, or force damage,
you take 1 e xtra point of damage.


Design Notes:
Changeling Or phan
As we saw in A Canterlot Wedding,
changelings make great villains, but
could one ever become a hero? We
saw very little of them other than
Queen Chrysalis, so from here o n out
we must venture into head canon
territory: This write -up is partially
inspir ed by Star Trek’s borg race,
especially from the Star Trek: The Next
Generation episode “I, Borg.”

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Deerfolk
The deerfolk are an aloof, secretive lot. They don’t tend to trust equines on first
meeting, although they are not normally openly hostile except when their homelands are
invaded. White -tail and reindeer are fast, agile, stealthy, and innately magical, proud
masters of magic in all its forms. Their artwork, especially musical instruments, jewelry, and
wine, are also highly coveted. Elk and moose are less secretive and more likely to make
contact with equi nes, as they like to roam wider areas. They rely more on their brute
strength than magic to get them out of a pickle.
In ancient days, the gods of the deerfolk had a controversy on their hooves . Female
deer, lacking antlers, were unable to wield arcane mag ic. The gods decreed that that in
exchange for their monopoly on arcane magic, male deer must sacrifice their connection to
the primal, druidic magic of the earth and the divine magic of the gods . Therefore, only
male deer could wield arcane magic, and onl y female deer could wield divine and primal
magic. The reindeer tribe was unsatisfied with this decision. The petitioned the gods to
instead bless their females with antlers of their own, and the gods agreed. All the deerfolk
tribes were content with their compromises in the end.
Deerfolk Traits
Size: Medium
Speed: 35 feet
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages: Cervine, Equestrian, and Tail Signs
Natural Weapons: You are proficient with your hoof , bite, and (if you have antlers)
gore attacks, which are finesse weapons. Hoof and bite attacks deal 1d4 bludgeoning
damage, and your gore attack deals 1d4 piercing damage.
Ancient Pact: Male elk, moose, and white -tail are eligible for the arcane classes bard,
sorcerer, and wizard and the subclasses eldritch knight and arcane trickster, but are barred
from the cleric, paladin, druid , and ranger classes. For females, the reverse is true. Either
sex can choose warlock, as thei r powers are granted by a magic al patron.
For reindeer, both males and females have antlers and are eligible for all classes.
Arcane Magic: If antlered, you have the capability to wield arcane magic. This means
that you are eligible for the bard, mage, and sorcerer classes and the eldritch knight and
arcane trickster subclasses. While you cast or concentrate on a spell, both your antlers and
the target of the spell glow with a magical aura. The color of your magic aura is determined
at birth and never changes (unless you use dark magic).
One With Natur e: You gain proficiency in the Nature or Survival skill.
Sub race: Choose a subrace. Four are described here: Elk /Moose, Reindeer, and White -
Tail .
Elk and Moose (Subraces)
This entry covers both the elk and moose subraces. They are much larger than their
other deer relatives, but they don’t have quite the same level of magical aptitude as
reindeer or white -tails.
Ability Score Bonus : From Strength, Constitution, and Wisdom, choose one ability
to increase by 2. The other two scores increase by 1.
Natural Weapons: Your natural weap ons deal 1d 6 damage rather than 1d 4, and
can count as heavy weapons.
Large and In Charge: As a large -sized creature, you occupy a 10 -foot diameter space
in combat. You can carry, lift, pull, and
push twice as much weight as a
medium -sized creature. If you are
forced to squeeze into a 5 -foot wide
passage, you move at half speed, your
opponents have advantage against you
and you have disadvantage on all rolls.
Small -sized creatures can freely move
through your space, and likewise you
can move through their sp aces. You also
need to eat and drink four times as
much as a medium -sized creature.
Fear the Deer : Your weapon
attacks with manufactured weapons
sized appropriately to you deal 2 extra
damage.
Rel iable Strength : You have
advantage on all Strength checks and
Strength saves.
Deerfolk Variant:
Peryton
The peryton are a rare variant of
Reindeer and White -Tail deer that
possess feathered wings. It’s said that
they are born under a special sign in
the sky or during certain cosmic
events.
In order to create a peryton, select
the Reindeer or White -Tail Deer
subrace and add the Sign of the
Peryton feat from Chapter 4:
Character Options.
You can only create a peryton at 1st -
level if your GM uses the “Freebies”
house rule to give 1st -leve l characters
a bonus feat.
A note about the MLP Comic Deer
In the main Friendship is Magic comic line, deer were established as an intelligent
species with their own culture and magic. As this write -up was created nearly a year
before the comic was released, it doesn’t take any of the comic’s information into
account. The deer of the Everfree Forest live in a hidden enclave named Thic ket, and
they see themselves as the last line of defense for the forest, protecting it from the
incursions of ponies and others who would exploit it. When times were desperate
their leader, King Aspen, chose to direct the plants of the forest to attack the
surrounding lands in an attempt to expand it, to the detriment of the ponies living
nearby. Luckily, Princess Twilight and her friends were able to defuse the situation
and King Aspen gladly helped undo the damage he caused.
If you wish to use the comic’s version of deer, select the white -tail deer and make
the following changes:
 Replace their Magic Initiate ability with the Essence of the Everfree feat.
 Deer of both sexes are able to use nature magic, making them eligible
for the ranger and druid class. Whether they are able to use arcane
magic (wizard class, eldritch knight and arcane trickster archetypes) is
up to the GM.
 Like other races, deer are eligible for all other magic -using classes (bard,
cleric, sorcer er, warlock).

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Reindeer (Subrace)
Reindeer live in the northern reaches of
Equestria. Their tribe asked the gods to bless their
females with antlers, like those of the males, and the
gods obliged. Both sexes take an equal part in all
aspects of reindeer society.
Ability Score Bonus : From Dexterity,
Intelligence, and Wisdom, choose one ability to
increase by 2 and a second to increase by 1 .
Magic Initiate: You gain the Magic Initiate feat
(see page 168 of the D&D 5th Edition Player’s
Handbook ). If desired, you can opt to learn an
additional cantrip instead of the feat’s 1st -level spell.
Elusive: When you are missed by a n attack, you
can use your reaction to disengage and jump up to
20 feet away.
Mask of the Wild: You can attempt to hide even
when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural
phenomena.

Design Notes: Deerfolk
Although the show has depicted deer as normal forest creatures, treating deer
as equivalent to Tolkien -style elves is quite popular in fan fiction. Since the horn is
so strongly tied to arcane magic and most female deer species lacked horns, this
sexual di morphism provided an interesting conundrum that I thought was worth
exploring. That’s why the white -tails and the reindeer racial stats are essentially
identical except for their antler possession.
That said, of course if you would rather have males and fe males of both species
use the same stats, simply state that they all have antlers, and make the
appropriate adjustments.
One thing that this write -up has not considered is the fact that deer shed their
antlers in the winter. Do they then lose their arcane spellcasting ability for a few
months? Or have they petitioned the gods to let them keep their antlers year -
round? You decide!
Finally, although Sirzi’s art depicts these deer with cutie marks, I didn’t originally
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.
Niceprill
By Sirzi
Thicket Royalty
By Cheezedoodle96

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White -Tail Deer (Subrace)
White -Tail Deer live in the central and southern regions of Equestria. Their tribe
accepted the gods' decision to strip males of their access to primal magic. Female white -
tails are the cultural and spiritual leaders of their tribes, while male white -tails are the
tribe’s masters of craft and artifice.
Ability Score Bonus : From Dexterity, Intelligence, and Wisdom, choose one ability to
increase by 2 and a second to increase by 1.
Magic Initiate: You gain the Magic
Initiate feat ( see page 168 of the D&D 5th
Edition Player’s Handbook ). If male, you
choose bard, sorcerer, or wizard as the class
from which to learn spells. If female , choose
cleric or druid. If desired, you can opt to learn
an additional cantrip instead of the feat’s 1st -
level spell.
Elusive: When you are missed by a n
attack, you can use your reaction to disengage
and jump up to 20 feet away.
Mask of the Wild: You can attempt to
hide even when you are only lightly obscured
by foliage, heavy rain, falling snow, mist, and
other natural phenomena.



Hippocampus
Most terrestrial ponies are familiar with stories about the hippocampi, sometimes
called mermares. Like the sea ponies, this species lives in the deep oceans bordering
Equestria. A hippocampus has fine, glittering scales, gills on their necks, a large fin atop
their heads instead of a mane, and a powerful, muscular fish tail instead of hind legs. They
are generally content to keep to themselves and do not often converse with the ponies who
live on the land.
Occasionally an exceptional hippocampus is born that ha s the ability to leave the
water. Their bodies magically transform into that of an earth pony: iridescent hair replaces
their scales, a silky mane and tail grow in place of their fins, and hind legs sprout where
there were none. In this form they’re nearly indistinguishable from any other earth pony.
Splashing them with water briefly reveals their scales or fins, however. These land -walking
hippocampi are often drawn to explore Equestria, desiring to see and experience things that
their friends and families in the ocean depths never can.
Hippocampi are also the source of the siren legends. Sirens look nearly identical to
common hippocampi, although they possess an incredibly powerful, magically enchanting
voice. Most sirens come to abuse the power of their v oice, using their hypnotizing song to
enslave mortal ponies and hippocampi alike. Rarely, however, a siren might chose not to
use their voice in such a way, and grows to truly love a pony or hippocampus. Half -sirens
are the foals born to such unions.
Half -sirens retain a trace of their siren parent’s enchanting voice. They are
naturally charismatic, and still are able to use their voice to influence others (though
most try to avoid using this blessing toward nefarious ends). If their secret were to
become known, they might face prejudice from ignorant ponies, but it’s possible there’s
been famous earth ponies who were actually half -sirens with nopony the wiser :
Hippocampus Traits
Ability Score Bonus : Your Charisma score increases by 2, and one other ability score
increases by 1.
Size: Medium
Speed: 30 feet
Languages: Equestrian and one additional language
Natural Weapons: You are proficient with your hoof and bite attacks, which are
finesse, heavy weapons that deal 1d4 bludgeoning damage.
Aquatic Form: You have gills and can breathe water as well as air. If you're
submerged in water, you can use your action to transform into your aquatic form. In
aquatic form you gain a swim speed the same speed as your walking speed, but you lose
your walking speed.
Exotic Allure: Choose one skill from the following list: Deception, Intimidation,
Performance, and Persuasion. You gain proficiency in that skill.
Subrace: Choose a subrace. Two are described here: True Hippocampus and Half -
Siren . You gain the traits associated with that subrace.

Elegy
By Cheezedoodle96
Hazel Nut
By Sirzi

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True Hippocampus (Subrace)
Fishy Friend: You permanently gain the effects of the Speak with Animals spell, and
you gain proficiency with the Animal Handling skill. In addition, you can use the Animal
Friendship spell once per day. You can affect two beasts when you use this ability at level 5,
three beasts at level 10, four beasts at level 15, and five beasts at level 20. These abilities
work on all animals, not just sea creatures. You can spend an inspiration point to regain the
use of Animal Friendship .
Tough Scales: Whenever you take acid, cold, or fire damage, subtract your proficiency
bonus from the amount you take.
Half -Siren (Subrace)
Enchanting Voice: You can use your voice to perform several unique feats. You can
use your enchan ting voice a number of times equal to your proficiency bonus , and you
regain all uses after completing a long rest . If one of your voice effects requires a saving
throw, the DC is equal to 8 + your proficiency bonus + your Charisma bonus.
 Beguile: When you roll a Charisma check and dislike the result, use your reaction to
expend one use of your enchanting voice to re -roll the die.
 Charm: You can use your action to expend one use of your enchanting voice to create
an effect equivalent to the Charm Person spe ll. You can expend additional uses of your
vocal magic to target additional creatures. Most half -sirens use this only as a last
resort because the targets know they were charmed after it wears off and are likely to
be upset.
 Shriek: You can use your actio n to expend one use of your enchanting voice to shout a
piercing shriek. Creatures and objects in a 20 -foot cone take 1d6 thunder damage and
living creatures are deafened for 1 minute. Characters that succeed on a Constitution
saving throw suffer no ill ef fects. The damage increases to 2d6 at level 5, 3d6 at level
10, 4d6 at level 15, and 5d6 at level 20.
 War of Words: When your friend within 50 feet fails a Wisdom save against a charm,
fear, or other effect that changes their emotions, you can use your rea ction to expend
one use of your enchanting voice to try to rid them of these false emotions using the
sound of your voice. Roll a Charisma (Persuasion) check and use that in place of their
saving throw result.

Hippogriff
Like griffons, hippogriffs are a hybrid race. They are similar to griffins except that they
have a pony’s hindquarters and tail instead of a lion’s. They also lack the griffon’s lion -like
roar. In your campaign, hippogriffs can be one of several things:
• They may be their own unique race, unrelated to either equines or griffons.
• They may be a natural crossbreed of equines and griffons that has bred true over
time and formed its own communities, culture, and traditions.
• They may the product of griffon and pony parents that may require the as sistance
of magic for conception to occur. Such offspring would typically be raised in the
culture of their parents.
This write -up assumes that hippogriffs are crossbreeds, either natural or magical,
and that they inherit a cutie mark from their equine her itage. Depending on the tone of
your campaign, they may be outcasts, disliked because of their dual nature, or they
might be accepted for who they are (or both, depending on who you talk to).
Hippogriff Traits
Ability Score Bonus : Your wildly mixed
bloodline lets you increase any one abi lity score
of your choice by 2 and different score by 1.
Size: Medium
Speed: 30 feet
Languages: Griff, Equestrian , and one
additional language
Darkvision: You can see in dim light within
60 feet of you as if it were bright light, and in
darkness as if it were dim li ght. You can’t
discern color in darkness, only shades of gray.
Natural Weapons: You are proficient with
your claw, bite, and hoof attacks, which are
finesse , heavy weapons that deal 1d 4 slashing,
piercing, and bludgeoning damage, respectively.
Cutie Mark: All hippogriffs receive a cutie
mark by adulthood. You determine what your
cutie mark looks like and the ideal it represents
See the section on cutie marks in chapter 4 for
complete rules .
Flight: You have a fly speed of 50 feet. If
you are at half your ma ximum HP or less, your
fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If you
are at one -quarter your maximum HP or less, you cannot fly. You can only glide to the
ground (see below). If you have one level of exhaustion, your fly speed is halved. If you
have two or more, you cannot fly.
Cloud Walking: You can touch and interact with cloud s 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 thic k clouds and
force them to rain, or possibly even coax out a small lightning b olt if it’s a thick enough
cloud.
Glide : When you fall 30 feet or
more, you can use your reaction to
spread your wings and slow your fall,
preventing you from taking any falling
damage. For every 10 feet you fall, you
can move 5 feet horizontally.
Sky Haul er: You gain Sky Hauler as a
bonus Cartoon Physics ability.
Keen Senses: You gain proficiency in
the Perception skill .
Arcane Musings
By Equestria -Prevails
Design Notes:
Hippogriff
The GM should decide how they
want hippogriffs to be depicted in
their world, either from one of the
suggestions presented above or
creating their own interpreta tion.

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Kirin (Dragon -Pony)
The kirin race is a mythical, magical hybrid of dragon and pony (earth, pegasus, or
unicorn). Their features and appearance vary from individual to individual, such that
members of the same family may not even have the same physical features. All kirin have
quadrup ed, pony -like bodies with thick, muscular tails like a dragon’s, ending in a tuft of
hair. Rather than hooves, they have clawed feet, but they are less articulate than those of
dragons. Their heads sport a full mane of hair. That’s where the commonalities end. Some
kirin are covered in fine scales, while others have hair. Some have a ridge of spines running
down their backs from head to tail, others do not. Some have reptilian facial features, such
as slitted eyes and reptilian frills, while others are more pony -like. Pegasus/dragon kirin
have dragon -like or feathered wings, and unicorn/dragon kirin have either a single unicorn -
like horn or dragon -like horns similar to those of their dragon parent.
Though exceedingly rare, in Equestria kirin are most commonly known simply as
“dragon -ponies” since only historians will likely be familiar with the proper term. Most kirin
will be raised by their parents, but some may find themselves orphaned or abandoned.
Their dragon -like appearance may be frightening to others, so often kirin have difficulty
making friends. If you create a kirin character, select either earth, pegasus, o r unicorn pony
for your heritage.
Kirin Traits
Ability Score: Your Constitution score increases by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your claw and bite attacks, w hich are
finesse , heavy weapons that deal 1d6 slashing damage and piercing damage , respectively.
Cutie Mark: All kirin receive a cutie mark by adulthood. You determine what your
cutie mark looks like and the ideal it represents See the section on cutie mar ks in chapter 4
for complete rules .
Dragon Type: Choose a dragon type from the table below, which determines your
scale color and appearance, as well as your breat h weapon and damage resistance.

Dragon Damage Type Breath Weapon
Black or Copper Acid 5 x 30 ft. line (Dex. Save)
Blue or Bronze Lightning 5 x 30 ft. line (Dex. Save)
Brass Fire 5 x 30 ft. line (Dex Save)
Red or Gold Fire 15 ft. cone (Dex Save)
Green Poison 15 ft. cone (Con Save)
White or Silver Cold 15 ft. cone (Con Save)
Purple Fire 15 ft. cone (Dex Save)

Breath Weapon: You can use your action to exhale destructive energy. Your dragon
type determines the size, shape, and damage type of the exhalation. When you use your
breath weapon, each creature in the area of the exhalation must make a saving throw as
indicated. A creature takes 2d6 damage on a failed save, and half as much on a
successful save. The save DC is 8 + your Constitution bonus + your proficiency bonus.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you cannot use it again until you complete a short
rest or a long rest.
Focus Breath: You can choo se to concentrate your breath weapon attack down to
affect a single adjacent object over multiple rounds. One round of such use will destroy
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends
your breath weapon like any other use.
Damage Resistance: You have resistance to the damage type associated with your
draconic parent .
Subrace: Choose a subrace : earth, pegasus, or unicorn for yo ur hybrid pony type.
You gain the traits associated with that type (see below).
Earth Kirin (Subrace)
Ability Score Bonus : Your Strength, Wisdom, or Charisma score increases by 2.
Earth Kin: You can select earth pony feats as long as you meet any other
req uirements.
Close to the Earth: You gain proficiency in one skill from this list: Animal Handling,
Athletics, Insight, Medicine, Nature, or Survival.
Stand Firm: Whenever an effect would force you to move or knock you prone, you
can roll a DC 15 Strength , Dexterity, or Constitution saving throw to ignore the
movement or prone effect .
Necklaces
By Kilala97

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Vim & Vigor : Whenever you roll Hit Dice to heal, add +2 to the result of each die.
Whenever you gain temporary hit points, add +2 to the amount.
Pegasus Kirin (Subrace)
Ability Score Bonus : Your Strength, Dexterity, or Charisma score increases by 2.
Pegasus Kin: You can select pegasus pony feats as long as you meet any other
requirements.
Flight: You have a fly speed of 40 feet. If you are at half your maximum HP or less,
your f ly speed is halved and you must make a DC 15 Constitution check to gain altitude. If
you are at one -quarter your maximum HP or less, you cannot fly. You can only glide to the
ground (see below). If you have one level of exhaustion, your fly speed is halved . If you
have two or more, you cannot fly.
Cloud Walking: You can touch and interact with cloud s 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 hoov es. You can also stomp on thic k clouds and
force them to rain, or possibly even coax out a small lightning bolt if it’s a thick enough
cloud.
Glide : When you fall 30 feet or more, you can use your reaction to spread your wings
and slow your fall, preventin g you from taking any falling damage. For every 10 feet you
fall, you can move 5 feet horizontally.
Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
Unicorn Kirin (Subrace)
Ability Score Bonus : Your Intelligence, Wisdom, or Charisma scor e increases by 2.
Unicorn Kin: You can select unicorn pony feats as long as you meet any other
requirements.
Horn Attack: You are proficient with a horn or head -butt attack, depending on
whether you have one horn or two. A horn attack deals 1d6 piercing damage, and a head -
butt attack deals 1d6 bludgeoning damage. They count as finesse weapons.
Arcane Magic: Your horn (or horns) grants you the capability to wield arcane magic.
This means that you are eligible for the bard, mage, and sorcerer clas ses and the eldritch
knight and arcane trickster subclasses. While you cast or concentrate on a spell, both your
horn and the target of the spell glow with a magical aura. The color of your magic aura is
determined at birth and never changes (unless you us e dark magic).
Magic Initiate: You gain the Magic Initiate feat ( see page 168 of the D&D 5th Edition
Player’s Handbook ). Choose bard, sorcerer, or wiz ard as the class which you wish to learn
spells from. Most unicorn kirin pick Apprentice’s Telekinesis and Light as their cantrips. If
desired, you can opt to learn an additional cantrip instead of the feat’s 1st -level spell.

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Dare By Vest

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Cutie Marks
The equine races of Equestria are unique in that each individual receives a magical gift
in the form of a cutie mark as they mature through childhood. In some, it appears as early
as five or six years of age; while in others, it may take until they’re seve n, eight, or even ten
years old. It usually appears when a major inspirational event occurs in the life of the
recipient. In most cases the individual takes that gift as confirmation that they have
discovered what they truly enjoy, and focus their lives ar ound such activities as they
mature. Frequently, it guides the individual into specific professions, hobbies, or passions.
At the very least, it gives them a new source of confidence and pride.
Earth Ponies, Pegasi, Unicorns, Zebras, Hippogriffs, and Kiri n are all eligible to receive
a cutie mark. If your character is a member of one of these races, you need to decide what
your cutie mark depicts and what it represents to your character. It usually takes the form
of a simple object or symbol, but how your character chooses to interpret it can vary.
Often , two individuals with identical cutie mark will have wildly different personalities,
tastes, hobbies, and professions.
Cutie Marks and Inspiration
In D&D 5th Edition, Inspiration is a specific benefit whi ch the GM can award to a
character for performing actions that are particularly brave, clever, or amusing, or for
exceptional roleplaying. Inspiration can also be awarded when a character gives in to the
drawbacks of their flaws and bonds (see page 123 -125 of the D&D 5th Edition Player’s
Handbook). GMs in Equestria should also award inspiration for actions that are uniquely
appropriate to each character’s cutie mark. Great examples of when to award cutie mark
inspiration appear in the premiere episodes of t he show:
 Applejack received inspiration when she earned the implicit trust of Twilight
Sparkle at the cliff.
 Fluttershy earned inspiration for showing mercy to Manny Roar the
manticore instead of attacking or fleeing him.
 Pinkie Pie earned inspiration f or convincing her friends that there was
nothing to be scared of in the forest.
 Rarity earned inspiration for her selfless gift to Steven Magnet the sea
serpent, sacrificing her own beauty for his.
 Rainbow Dash earned inspiration for remaining loyal to h er new friends in
the face of temptation.
 Twilight Sparkle earned inspiration when she discovered the magic of her
new -found friendship.
In your own game, roughly once per session is a good rate for each character to earn
inspiration, although your rate may vary. GMs can check out page 240 of the D&D 5th
Edition Dungeon Master’s Guide for more suggestions on using =nspiration.
One thing to remember: Races without cutie marks should receive inspiration just as
often as those without. =nspiration isn’t inh erently unique to cutie marks, but they make a
great tie -in to the reward system.
Cutie Mark Talents
Once you’ve decided the specifics of your cutie mark, select any one of these cutie
mark talents or work with your GM to create a new one (they should be roughly half as
powerful as a feat). Many of them are magical in nature, similar to the abilities some of
the mane 6 have (Fluttershy’s ability to speak with animals, Rainbow Dash’s super speed,
Twilight’s magical aptitude). Abilities that are only usable once per day recharge when
you take a long rest. Some of these abilities can be recharged when you spend
inspiration specifically to recharge them. You do not gain any other benefit for the spent
inspiration when you do so. If a talent replicates a spell, you choose to use Intelligence,
Wisdom, or Charisma as your spellcasting ability for that spell unless otherwise noted.

 Agile : Increase your Dexterity by 1, to a maximum of 20.
 Born Leader : As a bonus action, you can grant a leadership token to your
party. Before the start of your next turn, any one of your friends can claim
the leadership token and immediately add a +1 bonus to one of their rolls,
even after they have rolled it. The leader ship token is then removed until
you grant it again. Claimed leadership tokens are lost if they are not spent
immediately.
 Brave : Once per day, you can use the Heroism spell on yourself. You can
spend inspiration to recharge this ability.
 Charming : Incre ase your Charisma by 1, to a maximum of 20.
 Cheerful : Once per day, you can use your action to grant yourself and your
friends within 30 feet temporary HP equal to your Charisma bonus plus your
level. You can spend inspiration to recharge this ability.
 Clever: You gain proficiency in Intelligence saving throws.
 Enchanting : Once per day, you can use your wiles to befriend another,
equivalent to the Charm Person spell. At 6th level, you cast it as if you had
used a 2nd -level slot. At 12th level, you cast it as if you had used a 3rd -level
slot. You can spend inspiration to recharge this ability.
 Guard Training : You gain proficiency with light armor and with two weapon s
of your choice.
 Hale : Increase your Constitution by 1, to a maximum of 20.
 Hard Bargainer: When you sell something, you receive 5% extra. When you
buy something, you pay 5% less.
 Healing Presence : Each time you take a long rest, you regain one extra Hit
Die, up to your normal maximum number. During a short rest, you and your
frie nds receive 1 extra hit point for each Hit Die they spend to recover HP.
 Healing Touch : Once per day, your touch heals another as if you had used
the Cure Wounds spell. At 6th level, you cast it as if you had used a 2nd -level
slot. At 12th level, you cast it as if you had used a 3rd -level slot. You can
spend inspiration to recharge this ability.
 Inspiring Voice : Once per day, your words inspire another as if you had used
the Healing Word spell. At 6th level, you cast it as if you had used a 2nd -level
slot . At 12th level, you cast it as if you had used a 3rd -level slot. You can
spend inspiration to recharge this ability.

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 Intimidating : Once per day, you can shout orders at another, equivalent to the
Command spell. At 6th level, you cast it as if you had used a 2nd -level slot. At
12th level, you cast it as if you had used a 3rd -level slot. You can spend
inspiration to recharge this ability.
 Iron Chef : You gain proficiency in Cook’s Utensils. When you cook a meal during
a short rest, you and each friend regain s 1 additional HP for each Hit Die they
spend. During a long rest, you and each friend regains 1 extra Hit Die.
 Jokester : Once per day, you can use the Tasha’s Hideous Laughter spell. You
can spend inspiration to recharge this ability.
 Lullaby : Once per day, you can sing a lullaby with magical effects equivalent to
the Sleep spell. Range is limited to 40 feet. At 6th level, you cast it as if you had
used a 2nd -level slot. At 12th level, you cast it as if you had used a 3rd -level
slot. You can spend inspiration to recharge this ability.
 Mighty Stomp : Once per day, you can rear up and stomp your hooves into the
ground, equivalent to the Thunderwave spell. Use Strength or Constitution as
your spellcasting ability. You can sp end inspiration to recharge this ability.
 Mischievous : Once per day, you can use your action to taunt an opponent,
equivalent to the Compelled Duel spell. You can spend inspiration to recharge
this ability.
 Muscular: You gain proficiency in Strength savi ng throws.
 Mystical : When you use a class feature that lets you recover spell slots during a
short rest, you recover one additional spell level. At 11th level, you recover
another additional spell level.
 Naturalist : Once per day, you can befriend animals e quivalent to the Animal
Friendship spell. You can spend inspiration to recharge this ability.
 Night Owl : You have darkvision to a range of 30 feet.
 Pacifist : Once per day, you can use the Sanctuary spell on yourself. You can
spend inspiration to recharge this ability.
 Protective: Once per day you can use the Absorb Elements spell (found in the
Elemental Evil Player's Companion ). At 6th level, you cast it as if you had used a
2nd -level slot. At 12th level, you cast it as if you had used a 3rd -level slot. You
can spend inspiration to recharge this ability.
 Pure: When you take radiant or necrotic damage, reduce the damage by your
proficiency bonus.
 Relentless: When you are reduced to 0 hit points but not killed outright, you
can instead drop to 1 hit point. You can’t use this ability again until you finish a
long rest.
 Resolute: You gain proficiency in Charisma saving throws.
 Sensible : Increase your Wisdom by 1, to a maximum of 20.
 Skillful : Gain proficiency in two skills, tools, or languages of your choice.
 Smart : Increase your Intelligence by 1, to a maximum of 20.
 Speedy : Increase your walk and fly (if applicable) speed by 5, and you receive a
+2 bonus to Initiative.
 Sprinter : When you use the Dash action, you move 50% faster than normal.
When you use the Disengage action, you can also move half your speed.
 Strong : Increase your Strength by 1, to a maximum of 20.
 Supernaturally Sensitive : You can use your action to manifest an ability
equivalent to either Detect Evil and Good , or Detect Magic . Once used, you
cannot use this ability again until you complete a long rest. You can spend
inspiration to recharge this ability.
 Tough a s Nails : When you spend your Hit Dice to heal, re -roll any dice that
are below average (3 or less on 1d6, 4 or less on 1d8, 5 or less on 1d10, 6 or
less on 1d12).
 Workhorse : Your speed is not reduced by wearing heavy armor in which you
are proficient, and your carrying capacity, and lift, push, and pull limits are
increased by 50%.

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Religion in Equestria
Champions of an Ideal
As mentioned in the Chapter 1 FAQ, the major power players of Equestria are not
themselves gods or even worshipped as such . Inste ad, these champions are the
personification of certain qualities and concepts . These include such concepts as life, death,
knowledge, the sun, the moon, nature, and so on. Many individuals dedicate their lives to
serving these ideals , and they see luminaries such as Celestia, Luna, Sombra, or Discord as
their personal heroes —champions of their cause. Those who devote their lives fully to such
a cause (such as clerics and paladins) receive divine magical powers in return.
Each of the champions serve s as a conduit for the distribution of divine magic from the
gods (if they exist in your campaign) or from the very fabric of life itself . Certain D&D spells
such as Commune and Divination put the caster directly into contact with their champion ,
although the champion may not be consciously aware of it happening. In fact, t he
champions themselves are barely aware of this aspect of their existence and cannot tap
into this power directly.
Most clerics and paladins use the cutie mark (if they have one) or sym bol of their
champion as their holy symbol . In some cases they even have it embroidered or painted on
their clothes, tattooed upon their skin, dyed in their coats, or carved into their scales. The
reaction of the champions to such hero -worship varies. Thos e who have been around for a
long time, such as Discord, Celestia, Luna, and Galadhon are used to the attention and
accept it gracefully. More recently -empowered champions such as Cadance and Twilight
may find it strange or even embarrassing. Patrons of ev il, such as Sombra and Chrysalis, are
more than happy to abuse this link by amassing large groups of like -minded followers to do
their bidding.
Below are several of the power players of Equestria, as well as some additional
original characters created for MLP:45E to fill in the gaps in other races and ideals . New
characters are briefly examined below. As always, feel free to add to, remove, or rename
any of the additional characters. Doubtless there are other champions which are known
only in distant lands or which h ave not yet revealed themselves.

Champion Ideals Domains Discord Chaos, Change Chaos , Trickery Empress Rosilda Bravery, Soldiers , War Life, War Galadhon Wilderness, Healing Nature, Life , Tempest King Aspen Plants, Vengeance Nature, War King Aurumvolis Life, Strength, Lore Knowledge, Life, War Princess Cadance Love, Healing , Community Life, Love Princess Celestia Learning, Protection, Sun Knowledge, Life, Light , War Princess Luna Moon, Secrets, Guardians Knowledge, Moon, Nature, War Princess Twilight Friendship , Magic Life, Knowledge Queen Chrysalis Greed, Trickery Trickery Sombra the Undying Tyranny, Undeath Death , War The Great Wind Spirit Life, Nature, Weather Life, Shamanism, Tempest Tirek the Devourer Destruction, Magic Death, Knowledge, War



Empress Rosilda: A noble warrior -empress of the griffon empire who lived
centuries ago, Rosilda embodied physical prowess, nobility, justice, and celebration in
victory. She was known for her skill at arms , her fair and honest judgment, and her love
for food, drink, and merriment. Thou gh she has been dead and gone for hundreds of
years, many warriors still utter prayers for her blessing before seeing combat, and call on
her name in the heat of battle. =t’s said that sometimes she even appears to them,
granting them a second wind in battle and renewing their spirit and will to fight.
Rosilda’s symbol is a golden eagle talon upright over a red shield.
Galadhon: This monarch of the deerfolk is extremely magical and takes on many
guises. Sometimes, Galadhon appears as a buck, other times as a doe , sometimes as a
white -tail, elk, moose, reindeer, or even as another cervid entirely . Galadhon’s true
form, which is used rarely, is that of a large, genderless deer with budding tree branches
for antlers and great feathered wings. Regardless of the form chosen, Galadhon always
possesses powerful magical abilities in addition to prowess in battle tempered by a
sublime wisdom.
Though Galadhon’s true age is unknown, Princess Celestia has said that the ruler of
the deerfolk was already ancient when she first learned of them as a filly. In addition to
championing the cervid races , Galadhon is the earthly representative of Nature, and is
responsible for the passage of time , the changing of the seasons, an d the very cycle of
life itself. Galadhon’ s symbol is a gnarled oak tree, its right side bearing leaves and its left
side leafless.
King Aspen: Known as “The :ear t of the Forest,” King Aspen is young, having only
recently come to power . Ruling over the realm of Thicket deep in the Everfree Forest,
Aspen and his people have elected to remain aloof from pony folk until only lately (after
an unfortunate incident invol ving
Equestrian ponies and minotaurs). Aspe n
is a stern ruler, yet slow to act, preferring
to take the path of peace initially. W hen
goaded into action , however, he tends to
act rashly and recklessly. Celestia
maintains regular contact with Aspen,
seeing h im as a valuable ally who
requires some guidance and experience .
Aspen and his folk specialize in the
magic of nature , and many carry flasks of
magic elixir which they can use to take
control of plants. Most of the deerfolk of
Thicket belong to the ranger or druid
class, avoiding the use of arcane magic.
Aspen himself embodies Nature,
Vengeance, and War.

King Aspen?
In 2015 the IDW MLP comics (Issues
27 and 28) introduced King Aspen
“Heart of the Forest”, ruler of the deer
living in the realm of Thicket, deep in
the Everfree Forest.
The comics don’t go into detail
about Aspen’s background, other than
mentioning that he and Celestia
exchanged letters regularly, and they
consider each other friends.
Aspen is rash and quick to anger
when provoked, but just as quick to
make amends for his actions when
shown to be in the wrong.

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King Aurumvolis: The most ancient dragon alive, King Aurumvolis is known as the
father of all dragons. He is said to sleep for centuries at a time, resting upon a glimmering
treasure hoard that matches the color of his golden scales. The king is uninterested in most
morta l affairs, and few non -dragons are even aware of his existence. =t’s said that he only
awakens when dragons as a species are under threat. Lately, that situation seldom arises.
Aurumvolis and Discord were bitter enemies in the past, but something occurred
between them that caused Discord to fear and respect the king of dragons and leave his
subjects alone. His symbol is a golden, slitted eye.
Sombra the Undying: Though his physical form was destroyed by the restoration of
the Crystal Heart to the Crystal E mpire, Sombra’s spirit lives on in discorporate form. In life,
Sombra mastered the ability to amplify his own unicorn magic to astounding levels through
the use of Arcanium crystal (see chapter 8). In death, his spirit form has gained the ability
to manipu late the necrotic energy of the umbrum, breath ing shadowy unlife into the dead,
turning them into zombies or animate skeletons.
Sombra’s followers are evil would -be tyrants who seek to boost their own power and
influence at the expense of others. Since hi s destruction and mastery of the umbrum , a
number of necromancers are joining the ranks of Sombra’s faithful. His symbol is a crown
of blue -green crystal.
If your campaign includes the events of the Siege of the Crystal Empire arc from the
MLP comic (issues 34 -37), this entry changes completely depending on the outcome.
The Great Wind Spirit: This is the name given by the buffalo to an immortal being that
they hold sacred. Tribal teachings say that the Spirit both physically br eathes life into the
land by driving the winds and storms which bring rain, just as it metaphorically breathes life
into their people by blessing them with children. The Great Wind Spirit’s symbol is the
dreamcatcher.
The Great Wind Spirit never manifests in a physical form. When it needs to make its
presence known or signal its approval or disapproval, it creates strong winds ,
thunderstorms, tornadoes, or other powerful weather phenomena, much to the
consternation of pegasi weather managers everywhere.



Champions of Equestria by Cheezedoodle96

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Bard Option
Everyone’s familiar with the singing, dancing, storytelling bard, who inspires their
friends with catchy songs and tales of glory. Such a class would seem like the perfect fit for
someone like Pinkie Pie. 5th Edition D&D has one of the best b ard classes ever, but there’s
just one problem with it from an Equestrian point of view: it requires arcane magic use.
Therefore, without major shenanigans, you can’t justify non -magic -using Equestrians like
earth ponies or griffons as belonging to the bar d class.
Until now, that is.
The Exemplar : Bard Variant
This new bard variant class combines many of the aspects of the college of valor and
college of war bard class options from the 5th Edition D&D Player’s :andbook into a single,
non -magical class. It still has all the fun, teamwork -enhancing support options, just without
the magic spells. Pinkie would be proud.

Class Features
As a bard, you gain the following class features.
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per bard level after 1st.
Proficiencies
Armor: Light and medium armor and shields
Weapons: Simple and martial weapons
Tools: Three musical instruments of your choice
Saving Throws: Wisdom , Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
 (a) a rapi er, (b) a longsword and shield,
or (c) a shortbow and quiver of arrows
 (a) a diplomat’s pack or (b) an
entertainer’s pack
 (a) a lute or (b) any other p ortable
musical instrument
 (a) a chain shirt (b) scale mail or (c)
studded leather
 Two daggers

Bardic Inspiration
You can inspire others through stirring words or music. As a bonus action, choose a
creature other than yourself who can hear you and is within 60 feet of you. The creature
gains one Bardic Inspiration die. The die begins at 1d6 but increases with your bard level
(see the Exemplar Bard class table)
Sometime wit hin the next ten minutes, the creature can roll its inspiration die and
add the result to one ability check, attack roll, weapon damage roll, or saving throw it
makes. Alternatively, when attacked the creature can choose to use its reaction to add
the numb er rolled to its AC against that attack.
The creature can wait until after the d20 is rolled before deciding whether to spend
a Bardic Inspiration die, but must decide before the GM announces the result of the roll .
A creature can only hold one Bardic Ins piration die at a time, and once it’s spent, it is
lost.
You can use Bardic Inspiration a number of times equal to your Charisma bonus (a
minimum of one). You regain the expended uses after completing a long rest. Once you
reach level 5 in this class, all expended uses are regained after a short rest rather than a
long rest.
Fighting Style
You can choose one of the fighting
styles available to the fighter class.
These include Archery, Defense, Dueling,
Great Weapon Fighting, Protection, and
Two Weapon Fight ing. Other fighting
styles may be available from other
sources if the DM allows them.
Stirring Words
You can deliver an inspiring
message to your friends, bolstering their
will to press on. As a bonus action, spend
one use of your Bardic Inspiration. You
and each friend within 60 feet who can
hear you rolls a die the same size as your
Bardic Inspiration die and receives
temporary hit points equal to the die
result plus your proficiency bonus .
When you reach 7th level, each
time you use Stirring Words, the s ubjects
roll two Bardic Inspiration dice instead of
one. When you reach 17th level, the
benefit increases to three dice.
Jack of All Trades
When you reach 2nd level, you add
half your proficiency bonus (rounded
down) to any check you make that
doesn’t alre ady include your proficiency
bonus.
Song of Rest
THE EXEMPLAR BARD
Prof.
Level Bonus Features
1st +2 Bardic Inspiration , Fighting Style, Stirring Words
2nd +2 Jack of All Trades, Song of Rest
3rd +2 Bonus Proficiency, Expertise (2 skills)
4th +2 Ability Score Improvement, Cutting Words
5th +3 Bardic Inspiration (d8), Font of Inspiration
6th +3 Ability Score Improvement , Join the Chorus,
Countercharm
7th +3 Extra Attack, Stirring Words (2 d ice)
8th +3 Ability Score Improvement
9th +4 Bonus Proficiency (2nd), Song of Rest (d8)
10th +4 Bardic Inspiration (d10), Expertise (2 skills)
11th +4 Ability Score Improvement
12th +4 Bonus Proficiency (3rd)
13th +5 Song of Rest (d10), Peerless Skill
14th +5 Ability Score Improvement
15th +5 Bardic Inspiration (d12), Extra Attack (2)
16th +5 Ability Score Improvement
17th +6 Song of Rest (d12), Stirring Words (3 dice)
18th +6 Bonus Proficiency (4th), Mass Inspiration
19th +6 Ability Score Improvement
20th +6 Expertise (2 skills), Superior Inspiration

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Starting at 2nd level, your soothing voice and music help your wounded allies recover
during short rests. You and each friend who can hear you that recovers hit points at the
end of the short rest regains 1d 6 extra hit
points<
The extra hit poin ts increase to 1d8 at
9th level, 1d10 at 13th level, and 1d12 at
17th level.
Bonus Proficiencies
At 3rd, 9th, 1 2th, and 18th level you
learn an additional skill, tool, or language
proficiency of your choice.
Expertise
When you reach 3rd level, choose
two of your skill proficiencies. Your
proficiency bonus is doubled for any ability
check you make that uses one of the
chosen proficiencies. At level 1 0 and 20
you can choose another two proficiencies
to gain this benefit.
Ability Score Improvement
When you re ach 4th, 6th, 8th, 12th,
14th, 16th, and 19th level, you can
increase one ability score of your choice
by 2, or you can increase two ability scores
of your choice by 1. As normal, you cannot increase an ability score above 20 using this
feature. Alternatel y, instead of choosing to increase your ability scores, each time you
receive this benefit you can choose a feat if the GM allows them.
Cutting Words
At 4th level, you can use your razor wit to confuse, distract, and frustrate others.
When a creature withi n 60 feet that you can see makes an attack roll, a damage roll, or an
ability check, you can use your reaction to expend one of your uses of Bardic Inspiration.
Roll a Bardic =nspiration die and subtract the number rolled from the creature’s roll. You
can use this ability after the creature has rolled, but before the GM announces the result of
the roll. Creatures who can’t be charmed or who can’t hear you are immune to this ability .
Font of Inspiration
At 5th level, your spent Bardic Inspiration uses are re gained after completing a short
rest or a long rest.
Countercharm
After 6th level, you can use your influence to disrupt mind -influencing effects. As your
action, you begin a performance that lasts until the end of your next turn. During that time,
you and any friends within 30 feet of you have advantage on saving throws against being
frightened, terrified, stressed, or charmed. Creatures must be able to hear you to gain this
benefit. The performance ends early if you are incapacitated or silenced, or if yo u end it
voluntarily.
Join the Chorus
Beginning at 6th level , your friends who have one of your d8 or larger Bardic
Inspiration dice can use a bonus action to lower the ir die’s size by one (d12 to d10, d10
to d8, d8 to d6) and grant a Bardic Inspiration die of the same (reduced) size to you or to
another friend within 60 feet of them who can hear them . Each friend can still have no
more than one die total, regardless of size.
Extra Attack
At 7th level, whenever you take the attack action on your turn, you can attack twice
instead of once. At 15th level, you can attack three times.
Peerless Skill
Beginning at 13th level, whenever you make a check you can expend one use of
Bardic Inspiration, roll your Bardic Inspiration die, a nd add the result to your check. You
can choose to do so after you see the roll but before the GM announces the result of
your roll.
Mass Inspiration
At 18th level, when you use Bardic Inspiration to grant a Bardic Inspiration die, you
can grant a number of dice equal to your Charisma bonus. Each friend can still have no
more than one die.
Superior Inspiration
Also at 20th level, if you roll initiative and have no uses of Bardic Inspiration
remaining, you regain one use.
Bardic Inspiration
Variant
The default Bardic Inspiration rules
require that a player decide whether
to use a die before the result of the
roll is known (i.e. before the GM
announces whether the attempt was
successful).
As an optional rule, the GM can
allow players to decide whether to use
a die after they know whether their
attempt succeeds or fails. This variant
is easier (and more fun) to use, but it
does increase the power level of the
bard class a bit.
Regardless, I recommend using this
option for both regular bards and
exemplar bards.

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Cleric Options
Below are several new cleric domains, as well as information on adapting the existing
5th edition D&D cleric domains to the Equestria setting.
Chaos Domain (New)
You revere the spirit of chaos, mischief, and trickery and its proxy, Discord. You dis dain
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 consequences. Clerics of chaos
tend to be wanderers, moving from town to town, always
looking for the opportunity for entertainment. This domain
presents an alternate take on the Trickery domain as it
appears in the D&D 5th Edition Player’s :andbook.
Due to Discord’s recent friendship with Fluttershy , many
chaos clerics have become s omewhat more mindful that they
avoid causing outright strife through their actions. Others see
this change as a betrayal of what Discord stands for, and
have redoubled their efforts to spread raw chaos.
Domain Spells
Cleric Level / Spells
1 Apprentice’s Te leport, Charm Person, Disguise Self
3 Invisibility, Phantasmal Force, Suggestion
5 Bestow Curse , Dispel Magic
7 Confusion, Polymorph
9 Dominate Person, Mislead, Seeming
11 Mass Suggestion
Bonus Spells
You gain the Apprentice’s Telekinesis and Prestidigitat ion cantrips if you don’t already
have them. You also gain extra domain spells at level 1, 3, 9, and 11 and as noted on the
domain spells table.
Let Chaos Reign!
You can use your reaction to snap your fingers ( or stomp your hoof ), forcing yourself,
a friend, or an opponent to re -roll any d20 roll or damage roll they just made. They must
take the second result. Opponents who can see you are aware you are the source of this
meddling. You regain the use of this ability after a long rest . At level 6, 12, and 18 you gain
one additional use.
At the GM’s option, you can roll on the Discordant Magic table (below) when using
this ability.
Channel Divinity: Wild Surge
Expend a use of your Channel Divinity when you cast a cleric spell. You take 1d4 points
of damage per level of spell slot you would have spent. The spell does not expend the use
of one of your spell slots, but its effect is accompanied by a wild magic surge (see page 104
Design Notes:
Chaos Domain
Discord’s antics in
the show are fun for
us to watch, but if a
character with this
domain is constantly
making trouble for
the party, it can make
for a short, unhappy
campaign. If you take
the Chaos domain
make sure your antics
aren’t putting undue
stress on the rest of
the party.
Discordant Magic (roll 1d20)
1. Chocolate milk begins to rain down in a 1 00 yard radius.
2. Sticky soda or juice begins to rain down in a 100 yard radius.
3. Small clouds of cotton candy in various colors begin to drift through the
area.
4. Plants within 100 yards begin to sprout popcorn in a variety of flavors.
5. Fruits and vegetables wi thin 100 yards grow to 10 times their normal size.
Any previously swallowed by a creature are unaffected.
6. Plants and trees within 100 yards grow to 10 times their normal size. The
entire area becomes difficult terrain if grassy or wooded.
7. Insects, birds, a nd other small animals within 100 yards grow to 10 times
their normal size. Some of them might be hungry.
8. The ground within 100 yards becomes icy or soapy. Any creature that
moves on the ground more than half its speed must roll a DC 12 Dexterity
(Acrobati cs) check or fall prone at the end of their movement.
9. A giant pepper mill appears above you, raining down black pepper in a 50 -
yard radius. Creatures in the area must make a DC 10 Constitution saving
throw at the start of their turn or spend their turn sne ezing, which gives
them disadvantage on all rolls.
10. A flock of flying pigs or school of flying fish flies through the area. Every
creature must roll a DC 15 Fortitude or Reflex saving throw or be knocked
prone. Unattended objects are knocked over
11. A 20 -yard radius is filled with multiple colors of balloons, which drift
around from 1 -10 feet off the ground. The area is lightly obscured.
12. Everyone within 100 yards can only speak by shouting.
13. Everyone within 100 yards can only speak by singing.
14. Each intelligent c reature within 20 feet has its equipment and clothing
randomly swapped with another creature in the area.
15. Everyone within 100 yards has their hair and coat/skin dyed different
colors for 2d12 hours. Roll 1d6 and 1d12:
a. 1d6 : 1-2: light shade. 3 -4: medium sha de. 5 -6: dark shade).
b. 1d12: 1. Black. 2. White. 3. Red. 4. Yellow. 5. Blue. 6. Orange. 7.
Green. 8. Purple. 9. Rainbow. 10. Gold. 11. Silver. 12.
Beige/Brown.
16. Ever yone within 30 yards switches biological gender for the next 2d12
hours.
17. The hair of everyone within 50 yards grows 3 feet in length, giving them -
1d4 on attack rolls and Dexterity saves and checks until trimmed. Even
creatures without hair are affected.
18. A musical act appears and starts playing festive music for one hour. Roll
1d12: 1. Salsa band. 2. Mariachi band. 3. Marching band. 4. Chamber
group. 5. Barbershop quartet. 6. Polka band. 7. Boy band. 8. Country -
Western band. 9. Jazz band. 10. Rock/Metal band. 11. Rapper 12. Dance DJ.
19. Day becomes night (or vice versa) for 1d10 minutes (when the prin cesses
correct the situation).
20. Have the GM make up something fun, or roll twice.

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of the Player’s :andbook) . If you roll a 99 or 100 on the wild surge table , Discord himself
manifest s nearby to see what’s going on. =t’s up to the GM to dec ide how he will react.
Potent Spellcasting
Starting at 8th level, you add your Wisdom bonus to the damage you deal with any
cantrip.
Chaos Incarnate
Starting at 17th level, Discord always responds when you call on him via your divine
intervention cleric ability, and you take half damage from your Channel Divinity: Wild Surge
ability. In addition, you grow an antler -like horn and a dragonlike horn on your head. These
replace any existing horns or antlers you may have.
Death Domain
This domain is rumored to b e appearing in the D&D 5th edition Dungeon Master’s
Guide. Until that releases in December 2014 , this space will have to remain blank!
Knowledge Domain
Clerics of the Knowledge domain are actively engaged in the creation, preservation,
and distribution of knowledge. They often become scientists, researchers, librarians,
educators, scholars, and archaeologists. Powers that grant access to the Knowledge domain
include Celestia, Galadhon, Luna, and Twilight.
Powers
Rules for the Knowledge domain are found in t he D&D 5th Edition Player’s handbook.
In addition to those rules, MLP45E grants clerics of the Nature domain a second bonus skill
proficiency from the same list found under the Acolyte of Nature domain feature.
Life Domain
You revere the circle of life, fr om beginning to end. Unlike many domains, life is a
universal constant, and life clerics can call upon numerous patrons. Cadance, Celestia,
Galadhon, Luna, Rosilda , and Twilight are all admired by life clerics.
Clerics of Life often become the resident doc tors, midwives, or community leaders in
smaller villages. They help life along from beginning to end, from the coaching of expectant
mothers and delivery of foals to comforting the elderly in their last days and ultimately
laying them to rest.
Powers
Rules for the Life domain are found in the D&D 5th Edition Player’s handbook. =n
addition to those rules, MLP45E grants clerics of the Life domain gain the Medicine skill as a
bonus proficiency.
Light Domain
You revere the sun and all its life -giving qualities, including the concepts of rebirth,
renewal, and redemption. You use light as a weapon to punish evildoers, burning them
with cleansing, righteous flame. You reserve a special wrath for the undead and those who
would bring them into the world.
Clerics of Light often become guardians of smaller villages, soldiers in the military,
or police officers.
Powers
Rules for the Light domain are found in the D&D 5th Edition Player’s handbook. =n
addition to those rules, MLP45E grants clerics of the Light the Produce Flame cantrip as a
bonus domain spell.
Love Domain (New)
You revere the spirit of love in all its forms – love between friends, between family,
between lovers, and especially selfless love for all others that asks for nothing in return.
The current physical embodiment of this ideal is Princess Cadance, ruler of the Crystal
Empire. The love between Cadance, her husband Shining Armor, and all the crystal
ponies of the empire empower the Crystal Heart, a powerful magical artifact which helps
pro tect their domain.
Clerics of the love domain often become doctors, counselors, medics, and social
workers, using their talents to help others. They are very careful when using magic to
trick others with false emotions and enchantments, for they see such m agic as a
potential violation of the spirit of their patron. Spells that temporarily charm another are
acceptable when used with care. Spells that dominate another creature’s mind are
outright forbidden. Spells that calm hostile emotions so that cooler hea ds can prevail are
ideal.
Domain Spells
Cleric Level / Spells
1 Cure Wounds, Sanctuary
3 Calm Emotions, Warding Bond
5 Bea con of Hope, Revivify
7 Aura of Life, Aura of Purity
9 Mass Cure Wounds, Raise Dead
Bonus Proficiencies
You gain proficiency with the Insight and
Persuasion skills.
Spread the Love
Whenever you use a spell of 1st level or
higher to restore hit points to a creature, a
different creature of your choice within 30 feet of
you heals hit points equal to 2 + the spell's level. At level 6, the bonus healing affects a
third creature within range.
Channel Divinity: Loving S acrifice
Starting at 2nd level, you can use your Channel Divinity to lend your strength to
others , shouldering their burdens.
Use as your reaction w hen a friend within 30 feet takes damage . Your friend takes
no damage, and you take half the damage your fri end would have taken. If the damage
Design Notes:
Love Domain
The Love domain started
out as a variation on the
official Life domain, but
eventually matured into
domain less focused on
melee power and more
focused on magic,
protection, and interaction.

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was from a spell or other effect that includes other effects or inflicts conditions, your friend
has advantage on any saving throws needed to avoid or remove the effect.
You can also use this ability to remove one level of exhaustion from a friend within 30
feet and place it on yourself instead.
Potent Spellcasting
Starting at 8th level, you add your Wisdom bonus to the damage you deal with any
cleric cantrip.
Aura of Empathy
Starting at 17th level, creatures feel a kinship with you, even if they are hostile. You
are always surrounded by an effect equivalent to the sanctuary spell , except that it only
affects living creatures of animal or intelligence or greater . If you take any actions that
cancel the spell, it reactivates at the end of a short rest.
In addition, any time you heal a creature using a spell of 1st level or higher, each
creature healed gains temporary hit points equal to the spell level +2.
Finally, you and any friends within 10 feet of you have advantage on saving throws
against enchantment spells.
Moon Domain (New)
You revere the moon and its proxy, Princess Luna. You strive for mastery over the
night, dreams, emotions, secrets, change, and illusions. Clerics of the moon are often
astronomers who study the night sky, or wardens who stalk th e borders of the Everfree
forest and other dangerous wilderness areas.
The Moon domain represents th ese clerics who take an active role in the defense of
Equestria . They are vigilant watchers in the night who protect simple folk from the
monstrous denizens of the untamed wilds.
Domain Spells
Cleric Level / Domain Spells
1 Cause Fear (New) , :unter’s Mark, Protection from Evil and Good
3 Cordon of Arrows, Darkvision, Moonbeam, Pass Without Trace, Phantasmal Force
5 Aura of Vitality, Crusader’s Mantle, Fear
7 Air Walk (New) , Confusion
9 Dream, Seeming
Bonus Proficiencies
You gain proficiency in the longbow and in the Stealth and Perception skills.
Bonus Spells
When you choose this domain at 1st level, you gain the light cantrip if you don’t
already know it. You receive bonus spell s at level s 1, 3, and 5 as noted on the domain spells
table.
Sacred Hunter
You can use Wisdom instead of Dexterity for your attack and damage rolls with the
longbow. You gain darkvision with a range of 60 feet. If you already have darkv ision, its
range increases by 60 feet.
Channel Divinity: Confront Fear
As your action, you present your symbol and reignite the bravery and hope of your
friends. Remove the Frightened and Terrified conditions from yourself and any friends
within 60 feet. In addition, each you and each friend gain 1d4+4 temporary hit points. At
level 6, 12, and 18 you add an additional 1d4, for a total of 4d4+4 at level 18.
Righteous Zeal
Starting at 6th level, your successful attacks renew the fighting spirit of yourself a nd
your allies. When you damage an opponent with an attack or a spell, you heal damage to
yourself or a friend within 60 feet equal to your
Wisdom bonus.
Divine Strike
Starting at 8th level, you gain the ability to
infuse your weapon strikes with divine en ergy.
Once on each of your turns when you hit a
creature with a weapon attack, you can cause the
attack to deal an extra 1d8 radiant damage to the
target. When you reach 14th level, the extra
damage increases to 2d8.
Dream Warrior
Starting at 17th level, y ou can use the Maze
spell once per day at no cost in spell slots. The
target becomes trapped in a dream rather than an
extradimensional labyrinth; the spell’s other
effects remain the same.
The Hunter’s Mark spell becomes a cantrip for
you, and you no longer require concentration to
maintain it.
When you use the Commune spell to contact
Princess Luna, you can ask up to five questions,
and you are not limited to yes/no questions. Luna
takes an active interest in the lives of her people,
and never turns down a chance to impart her frank, candid wisdom.
Nature Domain
You revere nature itself , as embodied by Galadhon , monarch of the deerfolk .
Princess Luna champions the cause of Nature as well, seeking harmony bet ween the
natural world and the progress of civilization.
Like druids, clerics of nature often patrol the wilderness, keeping dangerous beasts
in check while ensuring that civilized folk do not encroach to deeply or exploit nature too
greedily. They ultimately seek to encourage civilization and nature to coexist in
harmony, neither side overpowering the other.
Powers
Design Notes:
Moon Domain
The design of the moon
domain lets clerics take on a
stealthier archery role that
meshes well with rangers
and rogues. The Spellbound
Mar ksman feat (see later in
this chapter) is suggested.
Most of this domain is
inspired by Luna as she
appears in the IDW comic
series. There, she likes to get
her hooves dirty, leading
guard expeditions into the
Everfree Forest and other
areas. Her fiery te mper and
preference for direct action
are in stark contrast with
Celestia’s infinite patience
and calm demeanor.

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Rules for the Nature domain are found in the D&D 5tU Edition Player’s handbook. =n
addition to those rules, MLP45E grants clerics of the Nature domain a second bonus skill
proficiency from the same list found under the Acolyte of Nature domain feature.
Shamanism Domain (New)
Rather than worship a specific god, you revere the spirits of your ancestors or the
spiritual energy of the world it self. The spirits are your close, trusted friends and you can
see them wherever you go, even if others cannot. Shaman are usually prominent members
of a tribe, but sometimes they take to the road and become loaners, or are adopted into
another group.
Your connection to the spirit world allows you to summon a spirit companion to the
physical world that aids you in your endeavors. As the need arises, you can call on other
spirits for assistance, since each has its own personality and abilities.
Domain Spells
Cleric Level / Domain Spells
1 Cure Wounds, Speak with Animals
3 Animal Messenger (takes the form of an animal spirit), Locate Animals or Plants,
See Invisibility
5 Revivify, Speak With Plants (speak with spirits which inhabit the plants), Spirit
Guardian s
7 Death Ward, Locate Creature
9 Commune with Nature, Mass Cure Wounds
Bonus Spells
When you choose this domain at 1st level, you gain the druidcraft cantrip if you don’t
already know it. In addition, you receive a bonus spell at level 3 and 5 as noted on the
domain spells table.
Spirit Companion
You have an animal spirit companion chosen from this list: Bear, Boar, Cougar, Coyote,
Eagle, Lion, Monkey, Owl, Panther, Snake, Tiger, Vulture, Wolf, or Wolverine (Work with
your DM to create other spirit types, if desired). It has the following statistic s:

Spirit Companion
Small or medium fey, neutral
Armor class: 13
Hit Points: 12 + 3 hp for each of your levels beyond 3rd
Speed: 30 ft.
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 3 (-4), Wis 14 (+2), Cha 10 (+0)

Traits (General):
 Incorporeal Movement : The spirit can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
 Damage Resistances : Bludgeoning, Piercing, and Slashing damage from
nonmagical weapons
 Immunit ies : Poison, Poisoned Condition
 Saves : The spirit companion
adds your proficiency bonus to
its Dexterity and Wisdom
saves.
 Senses : Passive Perception 12

Traits (Animal -Specific):
 Bear : +1 AC, +1 HP per level,
proficient in Athletics
 Boar/Wolverine : Resist s all
damage, proficient in
Constitution saves
 Cougar/Lion/Panther/Tiger :
Speed 40 ft., darkvision 30 ft.,
proficient in Acrobatics,
Athletics, Stealth, reduce falling distance by 20 ft.
 Coyote/Wolf : +2 AC, proficient in Perception, Survival, can track by scent
as a 1st -level ranger.
 Eagle/Hawk : +2 AC, Speed 5 ft., fly speed 60 ft., proficient in Perception.
 Monkey : +2 AC, climb speed 30 ft., proficient in Sleight of Hand.
 Owl : Speed of 5 ft., fly sp eed 50 ft., darkvision 120 ft., proficient in
Perception.
 Snake : +5 initiative, darkvision 30 ft., proficient in Perception.
 Vulture : Speed 5 ft., fly speed 40 ft., proficient in Perception, Survival, can
track by scent like a 1st -level ranger.

Your spirit companion cannot be healed. When it drops to 0 hit points it disappears,
leaving behind no physical form. During a short rest you can perform a brief ritual that
restores all the spirit’s hit points or cau ses it to manifest again at full hit points. During a
long rest, you can dismiss your current companion and choose a different one.
Your companion acts independently of you, but it always obeys your commands. In
combat, it rolls its own initiative and take s its own actions on its own turn. It can use the
following actions: Dash, Disengage, Dodge, Hide, and Search. While you are within 100
feet of your companion, you can communicate with it telepathically. Additionally, as an
action, you can see through your companion’s eyes and hear what it hears until the start
of your next turn, gaining the benefits of any special senses it has. During this time you
are deaf and blind with regard to your own senses.
Finally, when you cast a spell with a range of touch, yo ur companion can deliver the
spell as if it had cast the spell. Your companion must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an attack
roll, you use your attack modifier for the ro ll.
Spirit Boon:
Choose one of the following spirit boons. You can select a different spirit boon any
time you are allowed to choose a different spirit companion. If your companion takes
the dodge action, you lose access to the spirit boon until it is no l onger dodging.
Design Notes:
Shamanism Domain
The shamanism domain is
intended to reproduce some of
the feel of the 4th edition
shaman class, which isn’t yet
implemented in 5th edition. Its
spirit companions act as the
shaman’s eyes and ears, and can
even deliver touch spells on the
shaman’s behalf.

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 Guardian Spirit : Your spirit companion can use its reaction to take half the
damage of an attack or spell that damages a creature adjacent to it.
 Harrier Spirit : Your spirit companion can use its reaction to cause an adjacent
opponent to hav e disadvantage on an attack roll.
 Protecting Spirit : When you damage a creature with an attack or spell, your spirit
companion can use its reaction to grant temporary hit points equal to your
Constitution bonus to a creature adjacent to it.
 Stalker Spirit : Your spirit companion can use the Help action.
 Watcher Spirit : Your spirit companion functions as if it had the see invisibility
spell active at all times.
Channel Divinity: Calm Undead
You lose the Turn Undead ability and gain Calm Undead. As an action, you present
your symbol and invite the undead spirits to return to the spirit world where their
ancestors await them. It is identical to Turn Undead except that undead creatures that fail
the saving throw are stunned for 1 minute or until they take damage. While stunned, the
creature ponders its past life and its current actions. Shaman of 5th level or higher gain the
Destroy Undead feature as normal (however the spirits of undead destroye d by a Shaman
depart peacefully for the afterlife).
Channel Divinity: Summon Spirit
As your action, you dismiss your current spirit companion (if present) and summon a
different spirit companion anywhere within 30 feet. It can be the same type and grant th e
same boon, or you can change one or both.
Healing Spirit
Beginning at 6th level, your healing spells are echoed by your spirit companion.
Whenever you cast a spell of 1st level or higher that restores hit points, your spirit
companion or another creature of your choice adjacent to it regains hit points equal to 2
plus the spell’s level.
Vicious Spirit
Beginning at 8th level, your spirit companion can use its action to make a melee
attack. Its attack modifier is equal to your Wisdom bonus plus your profici ency bonus. On a
hit, it deals damage equal to your Wisdom bonus. If you are good or neutral, the damage is
radiant. If you are evil, the damage is necrotic.
Spirit World Ambassador
Beginning at 17th level, you and your spirit companion resist necrotic dam age. You
always function as if you had the sanctuary spell active, however it only affects undead. If
your actions end the sanctuary effect, it is reinstated at the end of a short rest. Finally, once
per day you can use the etherealness spell as a ritual, affecting only yourself and your spirit
companion.
Tempest Domain
You revere the power of Nature as an unyielding, unforgiving force. It can be both a
protector and a destroyer, depending on the circumstance. For you, winds, storms, and
lightning are a mea ns to an end, rather than the end itself.
Powers
Rules for the Tempest domain are found in the D&D 5th Edition Player’s :andbook.
In addition to those rules, MLP45E grants clerics of the Tempest domain proficiency in
the Intimidation skill.
Trickery Domain
Similar to the Chaos domain in concept, the Trickery domain represents scoundrels,
thieves, liberators, and all those who would disrupt the status quo.
Powers
Rules for the Trickery domain are found in the D&D 5th Edition Player’s :andbook.
In addit ion to those rules, MLP45E grants clerics of the Trickery domain proficiency in
the Deception and Stealth skill s.
War Domain
Priests of the War domain are warriors first, clergy second. They value battle
prowess, strength, and honor. Clerics of war often r evere Empress Rosilda, a griffon
sovereign legendary for both her prowess in battle and her fiery temper. It's uncertain
how many of the deeds attributed to her are true and how many are myth. Though dead
and gone for centuries, many folk claim that she appears to those who call out for help
in battle in their direst hour of need.
War, like life, is a universal constant, and many other proxies grant access to this
domain to their followers. Both Luna and Celestia hear the prayers of war clerics, as well
as the mythical griffon warrior, Empress Rosilda, and dark king Sombra, even in his state
of undeath.
Powers
Rules for the War domain are found in the D&D 5th Edition Player’ s handbook.

Sorcerer Options
Most arcane magic using classes, like bar ds, wizards, eldritch knights, and arcane
tricksters, are limited to unicorns and other races that have a horn or horns through
which they can channel it. Members of these classes take years of study and practice to
master even the basics. Sorcerers are en tirely different. They receive their powers
through a strange gift or cosmic coincidence. They have little use for old books or rote
memorization of complex magical formulae. Instead, they perform magic through simple
force of will. The sorcerer class is t herefore open to all races, even those that normally
can’t learn arcane wizardly magic.
The sorcerous origins below help ground the various types of sorcerers in the
Equestria setting. The Draconic Bloodline and Wild Mage appear in the 5th Edition D&D
Pla yer’s :andbook, while the Stormborn origin is new.

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Chaos Magic (Wild Magic Origin)
When Discord, spirit of chaos and disharmony, was accidentally freed from
imprisonment recently, he wrought havoc on the natural order of Equestria. Although the
majority of this devastation was corrected
when he was re -imprisoned and eventually
(mostly) repented of his past excesses, some
side effects of his presence remain. One of
these is the existence of chaos magic. Some
individuals, even from species normally
incapab le of wielding arcane magic (like earth
ponies or griffons) found themselves possessing
strange new magical powers that could only be
explained by the touch of Discord’s sorcery.
These individuals have an intuitive control over
raw magic that is mastered p urely by force of
will rather than through repetitive study of
unicorn spellbooks .
Such individuals who wish to advance their
mastery over magic choose the sorcerer class,
specifically the wild magic sorcerous origin. The
magical spells they cast are often accompanied
by strange surges of wild magic, producing
entirely uncontrollable, often humorous (and
sometimes dangerous) side effects. Because
these wild surges have the potential to be
dangerous to others, these individuals are often
forced to hide their powers, as they are
unwelcome in most communities.
Sorcerers who choose this origin simply select the Wild Mage sorcerous origin from
the 5th Edition D&D Player’s :andbook.
GM’s Option: Discordant Magic
At the GM’s option, whenever you spend a sorcery point on one of your class features
or spells, roll on Discord ant Magic table found in the cleric section . This is in addition to the
normal wild magic surge roll you m ake (if any). Effects last 1d10 minutes unless otherwise
noted. If a 100% chance is too disruptive, consider making it a 25% chance or 10% chance
to happen rather than 100% chance.

Dragon -Blooded (Draconic Bloodline)
Legend holds that the mightiest dragon s can magically take the form of ponies, deer,
or other races, and sometimes choose to live among these smaller folk, keeping their true
identity hidden. Some use their power towards evil ends, but most simply had grown tired
of their solitary lives and cr ave friendship and a sense of community. A few even choose to
marry and raise a family among their adopted race.
Because the dragon parent has taken on another form entirely, the children born from
these unions don’t look any different from other children of their parents’ species (unlike
kirin who are the product of a pony and a dragon in dragon form). Occasionally,
however, a dragon -blooded child inherits the spark of magic from their dragon parent,
and finds that they can manipulate magic even if their race normally couldn’t do so. =f
they choose to pursue this power (by taking levels in the sorcerer class), other draconic
traits begin to emerge, such as scaly skin, elemental resistance, and even wings which
make them capable of flight.
Sorcerers who cho ose this origin select the Draconic Bloodline sorcerous origin
from the 5th Edition D&D Player’s :andbook. There’s a few changes that need to be
made to account for r aces already capable of flight and for when an actual dragon or
kirin chooses this origin.

Winged Races
If you are capable of full winged flight at level 1 (such as pegasi, griffons,
hippogriffs , pegasus kirin, and the like), make the following change: At level 14 when the
Dragon Wings ability is normally earned, instead you can choose one of the following:
 Receive an Ability Score Improvement (or feat)
 Receive the Breath Weapon , Focus Breath , and Damage Resistance dragon
racial traits. The damage type is the same as you selected for your sorcerous
origin. If you spend 1 sorcery point to gain resistance (per the Elemental
Affinity 6th -level sorcerous origi n ability) you instead gain immunity to that
damage type for 1 hour.
Full Dragons
=f you’re a full dragon who selects this origin, take note of the following changes :
 Your Dragon Ancestry color and damage type are the same as that of your
dragon racial ability.
 At 6th level, your Elemental Affinity damage bonus also applies to your
breath weapon.
 Also at 6th level, spending 1 sorcery point grants you immunity to your
elemental damage type for 1 hour instead of resistance.
 At 14 th level when you would earn the Dragon Wings ability, instead your
physical wings become strong enough to allow normal flight. You gain the
Flight , Cloud Walking , Glide , and Sky Hauler traits equivalent to a pegasus
pony. If you had selected the Robust Wings dragon bloodline tra it, you can
now select a different trait instead.
Shadow (Sorcerous Origin)
In the D&D Unearthed Arcana article Light, Dark, Underdark! , a new sorcerous
origin, Shadow , is pres ented. In Equestria, this is a perfect fit for characters who have
ties to the Umbrum, a species of spectral shadow creatures who were imprisoned by the
Crystal Empire centuries before Sombra appeared. Their story is told in the MLP comics ,
specifically th e King Sombra Fiendship is Magic issue, as well as issues 34 -37 of the main
series (Siege of the Crystal Empire arc).
Such a character may be a member of their race who escaped imprisonment, or
may be the result of Umbrum magic escaping the prison and coa lescing within an
Design Notes:
Stormborn Origin
and the Eldritch
Monsoons
The sorcerer class feels a little
bare -bones with only two official
sorcerous origins in the Player’s
Handbook. Adding more options
helps flesh out the class and lets
you play a wea ther -magic type
character such as the eponymous
Storm/Ororo Munroe from
Marvel’s X -Men.
The Eldritch Monsoons are
simply one potential means of
introducing Stormborn sorcerer
characters to Equestria. The GM
is always free to allow or
disallow this origin, or change
the source of their magic.

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innocent victim. The origin’s final ability at level 17 would allow them to temporarily
transform themselves into a full -fledged Umbram.
Storm born (New Sorcerous Origin)
About once a generation, powerful, uncontrollable storms rock Equestria, rolling in off
the ocean from the west. Pegasus weather experts and unicorn wizards alike have tried to
determine their origin for centuries, but have had no luck so far. Celestia and Luna have
only stated that they are necessary for Equestria . What is known is that these storms,
known as the Eldritch Monsoons, last about one week, and are bursting with magic. During
that time, strange magical phenomena occur, magical devices are unpre dictable, and
magical creatures all find themselves affected differently. Some experience a feeling of
euphoria overtak e them; others feel helpless, like an oppressive weight is bearing them
down. During the last monsoon , princess Celestia was so weakened that she was only able
to raise the sun with great difficulty —it was a tense week in Equestria.
Occasionally, when a foal (or calf, pup, whelp, hatchling, or other child) is born during
the storms, it receives unusual magical powers that, later in life, it can learn to wield. Such
individuals are known as the Stormborn. Unicorn scholars can’t expla in how the Stormborn
are able to manipulate magic without a horn like theirs or the extensive study that magic
usually requires, but that makes little difference to those with the gift. Some Stormborn are
proud of their unusual talent, others see it as a c urse and try to hide all evidence of it.
Sorcerers who choose this origin receive the benefits that appear below. The level 14
benefit provides two different options to choose from.
Weather Spells
Stormborn sorcerers add the following spells to the list of sorcerer spells they can
choose to learn. Spells marked by an asterisk are found in the Elemental Evil Player’s
Companion .

2nd Level: Skywrite*
3rd Level: Call Lightning, Wind Wall
6th Level: Wind Walk
7th Level: Whirlwind*
9th Level: Storm of Vengeance
Sto rm Cantrips
At 1st level, you learn the Gust cantrip (from the Elemental Evil Players’ Companion ) in
addition to your other cantrips known. I f you know the Shocking Grasp cantrip, you can
cast it as a ranged spell with a 50 -foot range instead of as a touch spell. If you know the Ray
of Frost cantrip, you can cast it as a touch spell instead of as a ranged spell.
Weather Barrier
As your action, you can spend one sorcery point to gain resistance to Cold, Lightning,
and Thunder damage for 10 minutes. If you instead spend two sorcery points, the duration
is one hour, or eight hours if you spend three sorcery points. While this barrier is in effect,
normal rain, snow, and other inclement weather does not hinder your movement or vision.
If you spend one addition al sorcery point (in addition to the amount above), you can
raise the barrier as your reaction to taking damage instead of as your action).
Arc Lightning
At 6th level your lightning spells can arc to an additional target. When you cast a
1st -level or highe r spell that deals lightning damage, you can spend a sorcery point to
have lightning arc to one unaffected creature within 20 feet of one of the creatures
affected by the spell. The creature takes 1d6 lightning damage per level of slot used to
cast the spe ll and can make a Dexterity saving throw against your spell DC to reduce the
damage by half.
Numbing Cold
Also at 6th level, your cold spells can slow down your opponents. When you cast a
1st -level or higher spell that deals cold damage, you can spend a so rcery point to numb
its targets. Creatures that take damage from
the spell also have their speed reduced by
half and subtract 1d4 from their Dexterity
saving throws and Dexterity attack rolls and
checks until the end of your next turn.
Leaf on the Wind
At 14th level, y our mastery of wind is
such that you can spend a sorcery point as
part of your movement to gain a fly speed
of 50 feet for the next hour. If you already
have a fly speed, it increases by 20 feet
during that time . You also gain the Cloud
Walkin g and Sky Hauler abilities if you don’t already have them. Finally, while affected
by this power you never fall, even if unconscious.
Straight Line Winds
Also at 14th level, y ou learn the Gust of Wind spell (or another 2nd -level sorcerer
spell if you alrea dy know it). Whenever you cast Gust of Wind , you do not need to
maintain concentration on it. In addition you can spend up to 4 sorcery points when you
cast Gust of Wind . For each point you spend, you can place an additional Gust of Wind
effect (none of wh ich require concentration). You can use a bonus action to reposition
each active Gust of Wind effect you have created. Overlapping multiple lines of wind
does not increase their strength.
Weather Superiority
At 18th level, you learn Control Weather as a n 8 th-level sorcerer spell . Once per day
you can cast Control Weather without spending a spell slot and with no material
component. Whenever you cast Control Weather you do not need to maintain
concentration, and you can use your action to end its effect. The length of time you
require to change conditions with the spell is 1d4 x 10 rounds instead of minutes.
Note that if you change the weather significantly in or near a community, pegasi
weather managers may show up within 1d6 x 5 minutes.

SCAG: Storm Sorcery
In November of 2015, Wizards of
the Coast publishe d the Sword Coast
Adventurer’s Guide, a sourcebook
for the Forgotten Realms campaign
setting. That book contains an
alternate take on the Storm
sorcerous origin<

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Warlock Options
The D&D Player’s :andbook presents a number of otherworldly patrons for warlocks
to make their pacts with. Below are some suggestions on what Equestrian powers might
apply to the various warlock patrons available:
Archfey pact (D&D Player’s Handbook): The archfey could very we ll exist in Equestria,
perhaps living in the realm of the Breezies. Galadhon would be another option, if the GM
chooses to use him. Discord, Queen Chrysalis, the Umbrum (MLP comics), and the Tree of
Harmony are also potential options.
Fiend pact (D&D Player’s Handbook): Equestria doesn’t have many truly demonic
beings, so the GM may have to fill in the blanks here. Lord Tirek, Grogar, or a powerful evil
dragon of the GM’s devising could fit this pact .
The Great old One pact (D&D Player ’s Handbook): =f the GM doesn’t have an alien
being like Cthulhu in their campaign, Discord is probably the best option for this pact. The
Nightmare Forces might be another option, if the events of the MLP comics are included in
the GM’s campaign.
The Undy ing (D&D Sword Coast Adventurer’s Guide): Almost any of the important
powers of Equestria might fit this pact , since most of them are thought to be immortal.
The Undying Light ( D&D Unearthed Arcana article: Light, Dark, Underdark! ): The
royal alicorns sisters, the Tree of Harmony,

New Skill & Skill Uses
In order to support the slightly steampunk, more modern, urban feel of Equestria vs.
the typical heroic fantasy D&D setting, a new skill , Engineering, has been added. In
addition, a few other skills have new uses , detailed below.
Acrobatics
Unlike the last couple of editions, 5 th Edition D&D lacks an option to reduce falling
damage via an Acrobatics check. Since cartoon characte rs are especially resilient when it
comes to falling down and popping up again, consider using this option:
Reduce Falling Damage
Anyone who falls can use their reaction to roll an Acrobatics check to reduce falling
damage. A success against DC 1 0 reduces the damage by 1d 6, a success against DC 15
reduces damage by 2d6, and so on. If you negate all falling damage, you remain standing
where you land.
The Cartoon Physics ability Pancake Landing is an alternate method of reducing falling
damage. See Chapter 8: Cartoon Physics for details.
Animal Handling
In Equestria, many animals seem to be quite a bit more intelligent than their real -
world counterparts. Therefore it makes sense to use Insight, Intimidation, and Persuasion
checks with animals and animal hybrid creatures . The option below boosts the utility of
Animal Handling in Equestria.
Critter Wrangling
A character proficient in Animal Handling always adds their proficiency bonus to
Insight, Intimidation, and Persuasion checks when dealing with normal animal s or
creatures that are part -animal hybrids, even if they are not proficient in those skills.
Note: in the standard D&D 5th Edition rules, this only applies to domesticated animals.
Engineering (New)
With its early -20th-century technology level, Equestria needs a skill for working with
mechanical devices. A character proficient in Engineering is skilled at designing, building,
testing, and operating mechanical and artifice devices of all kinds, as well as basic
architecture.
Study Device
Make an Intelligenc e (Engineering) check to find out how a mechanical device
works, repair broken devices or equipment , or design a new device or building. This skill
can also be used in place of Intelligence (Arcana) when dealing with items of artifice (see
Chapter 6: Equip ment ).
Insight
Normally in D&D it’s up to the character’s player to solve the puzzle, figure out the
mystery, or answer the riddle. What happens when your character is supposed to be a
super sleuth like Sherlock Holmes but you sometimes need a hint to jog your memory or
point you in the right direction? Adding this new capability to Insight helps resolve those
situations and boosts the usefulness of an otherwise highly situational skill.
Intuition
Make a Wisdom ( Insight ) check when you are stumped, at a los s for ideas, or
otherwise unsure of the best course of action to follow. The GM may choose to give you
a suggestion, idea, or hunch to follow based on your character’s instinct or gut reaction.
Investigation
The Investigation skill normally covers a forensic type of search where you closely
examine an object or location. But what skill would you use for gathering information in
social situations? Previous D&D editions had the Streetwise skill, but that’s been
eliminated in 5 th Edition. Some might use Persuasion, but that’s more about
manipulating someone rather than pressing someone for information.
Gossip
Use Investigation with Charisma instead of Intelligence when trying to dig up
information on a person, place, or thing by talking to others.
Medici ne
In the D&D 5 th Edition Player’s :andbook, there is little mechanical benefit to the
Medicine skill, unlike in past editions. Currently, anyone with a healer’s kit can stabilize a

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dying ally without needing to roll a check. Medicine is therefore primaril y used for
roleplaying or DM ;improvisation. The option below adds a mechanical benefit that’s been
present in the game since the early days of skill proficiencies.
Tend Wounds
A character trained in Medicine can tend to their own wounds and those of their
friends during a short rest. Each character who spends at least one Hit Die during that rest
also recovers additional HP equal to the proficiency bonus of the character tending to the
injuries. If multiple characters are proficie nt in Medicine, only the higher proficiency bonus
applies.
Sleight of Hand
Since the Thievery skill of 4 th Edition D&D was split back into Sleight of Hand and the
thieves’ tools proficiency, this “orphan” skill is extremely situational, requiring the DM to
remember to add situations where it will be useful. The option below makes Sleight of
Hand more generally be neficial to anyone who takes it, without relying on GMs.
Quick Draw
A character proficient in Sleight of Hand can draw and sheath one -handed weapon s or
objects weighing 1 pound or less freely on their turn or when they use their reaction. Note
that characters are already allowed one free object interaction (which includes drawing a
weapon or object) on their turn. This option allows you to switch wea pons without taking
extra actions, or draw, fire, and re -sheath a wand, for example.


New Backgrounds
Add these new backgrounds to the list of those available in the official rules. You can
probably guess which character each of them are based on.
Bureau crat
You either served in public office or worked as a part of a large public or private
institution. You know how to get people motivated, and know the ins and outs of such
organizations and can quickly cut through the red tape to get access to the people or
information you need. You carry a sense of authority that is often all the grease necessary
to ensure the cooperation of others you meet.
Trait: Get It Done
As a current or former member of a large organizational body, you have an
impressive, authorita tive presence that motivates others to help. Using your knowledge of
the inner workings of such groups you can quickly determine who in the organization is
your best point of contact to accomplish what you need to do. You’re also good at getting
dirt on th em to help pressure them if necessary. If you come into conflict with an
organization, you have an advantage on swaying the opinions of the common folk to help
you oppose them.

Proficiencies
Skills: Deception, Persuasion
Tools: Clipboard
Languages: One common language

Equipment: Business cards (50), clipboard, fine clothes, hourglass, ink, ink pen,
megaphone, notebook, sealing wax, signet ring, 1 4 gb, 5 sb
1d8 Suggested Personality Traits – Bureaucrat
1 I've been at my job so long that I'm set in my ways, and see little need to
change anything.
2 I love making public appearances, basking in the adoration of the public. I
always have a clever counter for any hecklers who are present.
3 I encourage a friendly rivalry between my town and neighboring villages,
and sponsor agricultural, craft, and athletic competitions.
4 I've enjoyed fine food, drink, and high society among the ton's elite. Rough
living grates on me.
5 I use self -deprecating humor to endear myself to the public.
6 I have a detailed 10 -year plan for my to wn's improvement, and am
constantly updating it as I go along.
7 I use fiery rhetoric to enflame the emotions of the citizenry.
8 I work from behind the scenes, rarely making public appearances.
1d8 Suggested Ideals – Bureaucrat
1 Charity: I always try to help those in need, no matter what the personal
cost. (Good)
2 Order: I make sure everyone follows the rules, so that corruption doesn't
have a chance to infect my town. (Law)
3 Fame: I seek to improve my town's prosperity. If I increase my own
personal power and i nfluence by doing so, there's no harm done. (Neutral)
4 Greed: I play the political game to increase my own personal fame and
power, with no concern for the fools who put their trust in me. (Evil)
5 Equality: Every person has the right to lead their lives the way they want,
as long as they don't harm others. (Neutral)
6 Security: I ruthlessly stamp out crime. Even a stolen loaf of bread is
inexcusable. (Lawful)
7 Nepotism: It took a lot of favors to get where I am, and I make sure my
friends and family are well -car ed-for. (Evil)
8 Pageantry: I live for the show of politics: public debates, town festivals,
fairs, and other public events. (Any)
1d8 Suggested Bond s – Bureaucrat
1 I want to ensure that society doesn't fail anyone, that everyone has an
opportunity to thrive.
2 My town is the pride of the realm, and I'll do anything to make sure it stays
strong.

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A I grew up in or close to an orphanage, and want to make sure the town's
children are well -cared -for.
4 My family has always been involved in the town's politics, an d I wish to
uphold that tradition to the best of my ability.
5 I follow in the footsteps of the the town's founder, and emulate his or her
manner of dress and way of thinking.
6 The system failed me when I was growing up, so I want to make sure that
doesn't ha ppen to anyone else.
7 I have a prop that I always carry with me, like a ceremonial gavel, scepter,
hat, or other symbol of office.
8 I owe my position to the influence of the wealthy, and must keep them happy
to stay in power.
1d8 Suggested Flaw s – Bureaucra t
1 I put on a smile for the public, but I'm a grouch when I actually have to deal
with someone in private.
2 I leave the majority of the responsibility to my subordinates, and have little
actual ability to sure things are done properly.
3 I am inflexible in my thinking. There's no reason to change anything that’s
worked well enough in the past.
4 I rarely keep my promises. Most people are too cowardly to call me on it.
5 I am biased against outsiders. Especially those who want to live in my town
and beg for my money .
6 I think the poor are all just lazy and need to work harder to improve their lot.
7 I am susceptible to bribery and corruption.
8 I frequently indulge in alcohol or other vices to embarrassing excess, and get
defensive when anyone calls me on it.
Educator
Whether through extensive personal experience or formal schooling, you possess
broad general knowledge on many subjects, allowing you to serve as a primary school
teacher. You have the insight to tell what your students are struggling with, when they
need additional help, and how best to challenge students to match their abilities. You know
how to foster a trusting relationship with your students, young and old, to better get to
know them and their unique situation in life. You maintain contacts with other educators
with whom you can share experiences and techniques.
Trait: Student -Teacher Trust
Whether you are employed in a town schoolhouse, hired privately to tutor children, or
travel from town to town to teach, people have come to know and value your jud gment,
competency, and opinion. Parents take your advice on how to deal with their children, and
improve their parenting in the process. Children will often come to you with secrets and
troubles that they would not dare tell their family or friends. Many f amilies from all walks
of life would be happy to house you for days, weeks, or even months at a time in return for
the opportunity to have you tutor their children. If you intend to set up in a town or village,
the locals can probably be persuaded to donat e their time and materials to construct a
dual -purpose schoolhouse and residence for you, as long as you can spend at least half of
your time teaching (usually broken up to account for planting and harvesting seasons).

Proficiencies
Skills: Persuasion, an d one from the following list: Animal Handling, Arcana,
Engineering, History, Medicine, Nature, Performance, or Religion
Tools: One artisan’s tool set, herbalism kit, or musical instrument
Languages: One common or exotic language of your choice .

Equipment : The tool you chose proficiency in , chalk (10 pieces), ink (black and red) ,
ink pen, notebook , scroll case, traveler’s clothes, tome (choose the subject), 10 gb.
1d8 Suggested Personality Traits – Educator
1 I frequently go off -topic and bring up trivia ab out things that interest me.
2 I am stern and have no patience for tomfoolery.
3 I believe the best way to earn the respect of students is to be firm yet fair.
4 I try to be friends with all my students, for better or for worse.
5 I carry chalk with me out of habi t, and sometimes use it to diagram things.
6 I tend to get long -winded when explaining something, often going into a
level of detail that bores others.
7 I like to quote great historical figures in my conversations and
correspondence with others.
8 I respond bes t to those who demonstrate a true passion for learning.
1d8 Suggested Ideals – Educator
1 Challenge: I take the time to make sure that every student is challenged,
rather than simply making sure they meet a minimum. (Lawful)
2 Love: I care deeply for all my students, and want to see them succeed,
even spending my own free time and resources to do so. (Good)
3 Convenience: I make sure that my students meet minimum testing
standards, but have no interest in putting in more work than nece ssary.
(Neutral)
4 Volunteerism: I spend my free time performing community service, and
encourage my students to do so as well. (Good)
5 Indoctrination: I use my position as a respected educator to teach my
controversial opinions as fact. (Evil)
6 Self -Improveme nt: I'm always learning new things, even while teaching
others. (Any)
7 Civic Duty: The best way to advance society is to improve education.
(Lawful)
8 Exemplar: I strive to live my life in a way that inspires my students. (Any)
1d8 Suggested Bonds – Educator
1 Many of my relatives have been teachers, and they always talk about how
enriching it was. I want to continue the family tradition.
2 Whenever I see something that's factually incorrect, I try to ensure that it's
corrected, even if unpopular.
3 My students are precious to me. I try to keep up on news of their successes
after graduation.

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B After my teacher helped turn my life around and steer me on the path to
success, I swore to do the same for others.
5 I do my best to hide the shameful past of my race, town, or co untry.
6 I'm a graduate of a prestigious academy of learning, and seek to ensure that
my actions never tarnish its reputation.
7 In my spare time I am writing a book which requires a great deal of research.
It will be my legacy. I carry the manuscript with me.
8 I never graduated, but I tell others that I did. My secret can never get out.
1d8 Suggested Flaws – Educator
1 I like to pontificate on many topics, but I'm not really as knowledgeable about
them as I let on.
2 I let my opinions influence my teaching inapprop riately.
3 I worked hard initially, but I've become jaded and lazy, doing the minimum
required to keep my job.
4 When confronted with contradictory evidence or opinions, I lose my temper.
5 I don't really believe in what I'm doing, and my apathy affects my students.
6 I have a well -deserved reputation for severely punishing those who make a
mockery of the classroom.
7 I take advantage of my position of power over my students.
8 I teach only because I tried other occupations and failed.
Farmhoof
World -wise and down -to-earth, you’ve learned a little bit of everything in your time
on the farm. Whether it’s care of animals or crops, maintaining the equipment and
buildings, managing finances and more, you’re used to putting in 16 -hour workdays to
provide for yourself an d your family. Unusual events led you to set out into the world,
looking to right wrongs and find adventure.
Hometown Hero ics
The Farmhoof is a modification of the Folk Hero background from the D&D 5th edition
Player’s :andbook. Use the below proficiencies and equipment instead of those granted by
the Folk Hero background . The remaining Folk Hero traits ( Defining Event , Rustic
Hospitality , and Suggested Characteristics ) are unchanged and are not reproduced here.

Proficiencies
Skills: Animal Handling, Natur e
Tools: Any two of the following: Lasso, artisan tools, musical instrument

Equipment: A shovel or pitchfork, a pocketknife, an iron pot, a bedroll, a set of
common clothes, firefly lantern, silk rope (50 feet), roll of duct tape, a belt pouch
containing 10 gb, and one set of artisan’s tools or musical instrument matching the
proficiency chosen.
Investigator
You are good at finding the clues that others miss. You may have been a police
investigator, a private investigator, a newspaper, or maybe you’re just naturally details -
oriented. You know who to talk to find the most information about a subject, and can
weed out the lies.
Trait: Truth -Seeker
As you practice your trade, you earn a reputation for being a neutral party. While
they don’t necessarily like yo u, people go out of their way to be on their best behavior
around you, to avoid drawing your attention. When you interview people, they will often
offer you help, suggestions, and other clues to follow up on, to curry your favor. You also
know your way aro und a crime scene, and the local police might allow you access if they
know and trust you. As your fame spreads, they may even come to you for assistance.

Proficiencies
Skills: Insight, Investigation
Tools: Disguise kit, Investigation Kit

Equipment: Business cards (50), chalk (10 pieces), crowbar, disguise kit,
investigation kit, magnifying glass, note pad , pencil, traveler’s clothes, 7 gb, and 6 sb.
1d8 Suggested Personality Traits – Investigator
1 I am intensely curious. I dig a little further when ot hers would have given
up already.
2 I spend my evenings crawling the inns, taverns, and shops, looking for
interesting rumors.
3 I am meticulously clean and always wear gloves, especially when I have to
shake someone's hand.
4 I do what I can to befriend the loc als, and get to know as many people as
possible to aid my future work.
5 I compulsively take notes wherever I go, which may unnerve others.
6 I have an enormous collection of meticulously -catalogued notebooks and
evidence.
7 I have a mountain of poorly -documente d and disorganized notes and
evidence, but I know where everything is.
8 I always get at least two opinions before making a decision.
1d8 Suggested Ideals – Investigator
1 Justice: I want to make sure that who or what I'm investigating is judged
fairly by his tory. (Lawful)
2 Greed: I investigate whoever or whatever will bring me the most cash, no
matter who is hurt by my findings. (Neutral)
3 Vigilantism: I have no qualms about getting my hands dirty in the pursuit
of my investigation. (Chaotic)
4 Fame: I desire to improve my own wealth and influence by taking on high -
profile cases. (Any)
5 Truth: I pursue the truth alone, regardless of popular opinion or whose
reputation may be harmed in the process. (Lawful)
6 Whitewash: If I were ever to uncover a terrible secret that undermines a
respected authority, I would bury it rather than make it known. (Neutral)

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E Honor: I only take on cases where someone has been personally wronged,
and work for free if the situation warrants. (Good)
8 Mercy: I don't put in full effort when my inv estigation may ruin an
unfortunate soul deserving of a second chance. (Good)
1d8 Suggested Bonds – Investigator
1 I am beholden to my employer, and may bend the facts to make sure they get
what they need.
2 As a former victim, I have first -hand experience with crime, and do whatever I
can to bring wrongdoers to justice.
3 A close friend or family member was wronged (or even murdered), and I have
dedicated my life to finding out who is responsible.
4 Nothing is more important to me than my dedication to my work, not even
friends and family.
5 I seek to make the truth known, no matter who or what ends up suffering the
consequences.
6 I have my own shameful past, and am living under an assumed name. If
anyone found out who I really am, I would be ruined.
7 I hope one day to uncover evidence against a corrupt official.
8 My past investigations ruined a close friend of mine, and now they have
turned into a dangerous enemy.
1d8 Suggested Flaws – Investigator
1 I can make evidence appear or disappear if the price is right.
2 I am sloppy in my work, and cover up my failings by pinning blame on others.
3 I don't know when to give up on a line of investigation, and can waste
inordinate amounts of time following one.
4 When I can't find evidence, I fabricate it.
5 I take a salacious interest in the subjects of my investigations.
6 I can lose my temper when someone questions my integrity or judgment.
7 I skeptical of everything and everyone. I don't take things at face value, and I
assume everyone is lying to me.
8 I tend to discount evidence that d oesn't fit my vision of reality.
Physician
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
of all walks of life put their l ives in your hooves without a second thought. While it’s true
that magic can work miracles when it comes to healing the body, such service is usually
hard to find, expensive, or simply unavailable, so your trade is always in heavy demand.
Trait: Diagnosis & Treatment
No matter where you go, people will come from miles around to see you if you make
your services available, so you don’t often go wanting for food or shelter. This who can pay
for your services will gladly do so, while others will barter or outr ight beg. Speaking and
working with such a wide cross -section of society is an enormous source of information and
rumor about a community, so within a week or two you’ll probably know or have heard of
just about everyone in a smaller town .

Proficiencies
Skills: Insight, Medicine
Tools: :ealer’s Kit, :erbalism Kit

Equipment: Bone saw, bottle of rubbing alcohol, bottle of whiskey, healer’s kit,
herbalism kit, tome (Perplexing Pony Plagues), steel mirror (head reflector), soap, 6 gb.
1d8 Suggested Personality Traits – Physician
1 I habitually comment on the health of others while greeting them , usually
by checking their teeth .
2 I wear a stethoscope or carry other medical supplies, even while off -duty
3 I'm especially good with children, and like to tease them to help them feel
comfortable during examinations. I usually carry candy with me.
4 I have an eating, smoking, or drinking habit that contradicts my otherwise
healthy ways.
5 Life is short, and people who fail to care for their bodies infuriate me.
6 I com pletely avoid all physical vices in order to remain healthy.
7 I tend to talk down to people, even if they understand what I'm discussing
with them.
8 I'm extremely pragmatic. I don't couch the facts in discreet language. I
don't differ much between treating a n animal and treating a person.
1d8 Suggested Ideals – Physician
1 Charity: In my free time, I volunteer medical services to the poor. (Good)
2 Aspiration: I seek to completely eliminate a particularly dangerous disease.
(Any)
3 Acceptance: It's not my place to tell people what to do with their bodies.
All I can do is help keep them healthy. (Neutral)
4 Community: A healthy population leads to a strong, growing population.
(Lawful)
5 Legacy: I intend to see my statue erected someday, and work hard to
ensure that com es to pass. (Any)
6 Faith: My religious faith guides my hand in my medical practices. (Any)
7 Recklessness: I intend to advance medical knowledge regardless of the
cost. Others are test subjects to be experimented with (Evil)
8 Indulgence: I encourage others to try all things in moderation. (Chaotic)
1d8 Suggested Bonds – Physician
1 I have sworn an oath to render medical aid even to sworn enemies.
2 My life's work involves research on a particular disease or medical
condition. One day I intend to publish a book on my findings.
3 As a youth I contracted a disease that left me physically marked or
handicapped. Now I am especially interested in helping those with the
same ailment.
4 I carry a thick journal where I document and illustrate all my examinations,
treatments, an d results.

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C I had an inappropriate relationship with a former patient that haunts me to
this day.
6 I gave an incorrect diagnosis which contributed to the death of a patient. I am
still wracked with guilt.
7 I'm especially dedicated to keeping children healthy, so they have a chance to
live a long and happy life.
8 Even though I have to deal with unpleasantness on a daily basis, I focus on the
positive, happy outcomes.
1d8 Suggested Flaws – Physician
1 I'm tempted to abuse my authority to write medical prescription s.
2 I have a habit of getting too close to my patients.
3 I secretly steal medical supplies for my own personal use.
4 I lack confidence in my skills, at times.
5 My rigid way of thinking leads me to refuse to attempt new or experimental
treatments.
6 My research m ay lead me to engage in unethical research.
7 I have a history of incomplete or outright incorrect diagnoses. If it gets me in
trouble, I move on to a new town.
8 I work so much that I'm becoming mentally and physically exhausted.
Police Officer
You spent a number of years as a beat cop or local constable in a smaller town. You’ve
experienced a lot in a short amount of time, and experienced some things you wish you
hadn’t. The job has its own rewards though, and you wouldn’t trade it for the world since
you know that ultimately you want to be there to help others when they need it most.
You’re likely a former cop, unless you are in active duty on a long -term or undercover
mission to track down a criminal , investigate unusual events , or even probe r eports of a
corrupt member of the force. Work with the GM to determine your status, and what your
current mission is, if any.
Trait: Criminal Justice System
You’ve dealt with the criminal underworld for a long time, and you know a number of
tricks of the t rade to help get things done when you need it. Other police officers usually
respect you as a fellow cop and are willing to give you the benefit of the doubt and may
even go above and beyond to assist you. Normal folks try to be on their best behavior
arou nd you, and often volunteer information even when it’s not in their best 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 capturing criminals and
bringing them in for booking.

Proficiencies
Skills: Investigation, Persuasion
Tools: Investigation Kit
Languages: One common language of your choice

Equipment: Formal clothes, flashlight, investigation kit, manacles, notebook, 5 penci ls,
saddlebags, 10 gb.
Scientist
While others often accept what they are told, you go above and beyond to observe,
question, hypothesize, test, analyze, and draw conclusions. This can sometimes be
difficult in a world of magic that is often confusing, but y ou believe even magic itself is
ultimately beholden to the laws of nature.
Trait: Scientific Method
Although you focus on a specific scientific discipline, you also have broad general
knowledge on a number of topics. Your inquisitive nature sometimes leads you to take
risks in the name of science, but you keep reminding yourself that your work will
eventually lead to the betterment of civilization. Choose one of the specialties below.
The proficiencies and equipment received are unique to each specialty.

Arcana: Skills: Arcana, Insight; Tools: chemistry kit ; Languages: any one ; Equipment:
candle (10), chemistry kit, ink, ink pen, notebook, robes, tome (any arcane subject such
as a specific school of magic), 5 gb.
Astronomy : Skills: History, Investigation ; Tools: navigator’s tools; Languages: Old
Equestrian ; Equipment: common clothes, navigator’s tools, notebook, pencil, star chart,
13 gb.
Botany : Skills: Nature, Survival; Tools: climber’s Kit, herbalism kit; Equipment:
climber’s kit, herbalism kit, noteboo k, pencil, tent, traveler’s clothes, 9 gb.
Chemistry : Skills: Arcana, Nature; Tools: chemistry kit, herbalism kit; Equipment:
chemistry kit, common clothes, herbalism kit, merchant’s scale, notebook, pencil, 18 gb.
Economics : Skills: History, I nvestigation ; Tools: abacus, gaming set; Equipment:
abacus, fine clothes, gaming set , notebook, pencil, 26 gb.
Engineering : Skills: Engineering, History; Tools: abacus, artisan t ools; Equipment:
abacus, artisan tools (any two), fine clothes , notebook, pencil, 21 gb.
Geology : Skills: Investigation, Nature ; Tools: chemistry kit, climber’ s kit; Equipment:
chemistry kit, climber’s kit, miner’s pick, notebook, pencil, piton (10), shovel, tent, 5 gb.
History : Skills: History, Religion; Tools: Artisan tools (b ookbinding); La nguages: any
one ; Equipment: artisan tools (bookbinding), notebook, pencil, robes, tome
(Understanding M edieval Equestria); 17 gb.
Philosophy : Skills: History, Insight; Tools: gaming set (chess) or a musical
instrument; Languages: any one; Equipment: chess set, fine clothes, musical instrument ,
notebook, pencil, 23 gb.
Psychology : Skills: Insight, Persuasion; Tools : Clipboard; Languages: Any one ;
Equipment: clipboard, fine clothes, notebook, pencil, tome ( general psychology), 8 gb.
Sociology : Skills: History, Insight; Languages: Any t wo ; Equipment: fine clothes,
notebook, pencil, time (general sociology), 8 gb.
Zoology : Skills: Animal :andling, Nature; Tools: folding chair, healer’ s kit;
Equipment: folding chair, healer’s kit, hunting trap, no tebook, pencil, tent, traveler’s
clothes, 19 gb.
1d8 Suggested Personality Traits – Scientist
1 I frequently collect material samples, so that I can study them when I get
back to the lab.

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@ People find me eccentric. I'm not sure if it's the wildly unkempt hai r, the way I
tend to ramble, or my ramshackle (yet fully functional) equipment.
3 I frequently go off -topic and bring up trivia about things that interest me.
4 I tend to get long -winded when explaining something, often going into a level
of detail that bores others.
5 I idolize a particular scientist, and constantly refer to that person's theories
and published works.
6 I use humor when explaining complex topics, to get others more interested in
what I have to say.
7 I start to get a little (ok, very) anxious when t hings don't go according to plan.
8 When I'm not actively engaged in research, you can probably find me with my
nose in a book.
1d8 Suggested Ideals – Scientist
1 Progress: I am dedicated to advancing the cause of civilization. It may not
always be pretty, bu t it is for the betterment of society. (Lawful)
2 Nature: We are gifted with a miraculous, fascinatingly complex world. I owe it
to myself to learn all I can about it. (Neutral)
3 People: Technology needs to advance to improve peoples' lives, but not at
the co st of our integrity. (Good)
4 Redemption: We need to avoid the mistakes of our ignorant past and make
better decisions as a society. (Good)
5 Volunteerism: I spend my free time performing community service, and
encourage others to do so as well. (Good)
6 Curiosi ty: I like to get hands -on, and sometimes take great personal risk for
potentially little gain. (Chaotic)
7 Education : The more people know, the better decisions they make.
8 Truth : I can't stand charlatans who try to fool others with pseudoscience. I
actively combat their efforts with facts. (Lawful)
1d8 Suggested Bonds – Scientist
1 I am involved in an ongoing research project, and collect notes and samples
to return to the lab.
2 My parent or grandparent is/was a noted scientist, and I hope one day to
meet or even surpass their contribution to society.
3 If my peers ever find out what sort of research I'm involved in, I'll be shunned.
4 In the past I published a report or book that had serious flaws, and I find it
difficult to live down that mistake.
5 I can't resist the opportunity to learn something new, especially on topics
new to me.
6 I want to be famous, whatever it takes.
7 I'm in it for the potentially lucrative income if I make a breakthrough.
8 I'll do anything to one -up my rivals.
1d8 Suggested Flaws – Scientist
1 I refuse to let moral concerns cloud my mind when performing research.
2 I get impatient when dealing with those who I can't speak to on the same
intellectual level.
3 I am tempted to hide or ignore conflicting evidence.
4 My professional skepticism often intru des on my personal life.
5 I am obsessed with continuing the progress of my research, to the
detriment of everything else in my life.
6 All my spare change goes toward research materials, so I'm always in debt.
7 I am sometimes jealous of the successes of my pee rs.
8 I hold to a theory that is seen as controversial by the majority of my peers,
and I am often ridiculed because of it.
Weather Manager
You are (or were) one of the local weather management specialists for a town or
village. Your job is to ensure that th e appropriate weather is delivered on schedule, and
any irregularities are dealt with. If you are in active duty, you know the local weather
schedule, and if not your predictions are quite accurate. Of course this position is only
available to pegasi, grif fons, and other creatures capable of flight, as it requires the
cloudwalking ability.
Trait: Weather Eye
You probably know the official local weather managers (or are one yourself) or can
at least find them easily enough. You know or can learn the local we ather schedule for
the next two weeks. =f you can’t acquire the schedule for whatever reason (or you’re in
an area where there is no weather management), you can accurately predict the
weather 24 hours out. With a DC 10 Wisdom (Nature) check you can predic t the weather
for the next 3 days . With a DC 15 Wisdom (Nature) check you can predict the weather
for the next week. The GM should roll these checks for you in secret. If you come to an
area where weather is being mismanaged or is unmanaged, you can always take up the
responsibility and set up a delivery schedule with Cloudsdale.

Proficiencies
Skills: Nature, Perception, Survival
Tools: Navigator’s tools
Languages: Two common languages of your choice

Equipment: Local map, local weather schedule, map case, navigator’s tools,
notebook , traveler’s clothes, and 10gb.
1d8 Suggested Personality Traits – Weather Manager
1 I carry a pocket watch at all times, and check it continuously.
2 I speak very quickly and never quite know when to keep my mouth shut. In
fact, it's gotten me into trouble more than once.
3 I like to play fast and loose with the rules.
4 I like to goof off while I'm working, but I always make sure all my work gets
done.
5 People say I'm a little scatterbrained. Maybe I've taken one too many
light ning bolts to the head?
6 WHAT? OH! I SAID MY WORK WITH THUNDERSTORMS HAS LEFT ME A
LITTLE HARD OF HEARING.
7 I always have a positive attitude, just like the sunny weather I crave.

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F Loud noises make me jumpy.
1d8 Suggested Ideals – Weather Manager
1 Accuracy: It's important that the weather schedules are accurately followed
down to the minute. (Lawful)
2 Flexibility: As long as every place gets the right amounts of sun, wind, and
rain, the schedule doesn't really matter. (Chaotic)
3 Flair: I make sure to add a littl e of my own personal style into my work. (Any)
4 Lenience: If I'm schedule to start up a storm but it'll ruin somebody's day, I'll
give them some time to get their work done first. (Chaotic)
5 Pleasure: I like nothing better than to cook up a nice cool rain fo r myself after
a long (or short) day's work. (Any)
6 Confidence: I have absolute faith in my ability to get the job done on time,
regardless of any difficulties. (Any)
7 Loyalty: Everyone puts their trust in me. I can never let them down. (Good)
8 Fun: Just because it's work, doesn't mean it has to be boring. (Chaotic)
1d6 Suggested Bonds – Weather Manager
1 I carry a compass or pocket watch that was given to me by my parent(s) on
my graduation day. It reminds me of them.
2 My job is very important, and I t ake it seriously. A string of bad weather could
have profound effects on farmers and travelers.
3 I need at least ten hours of sleep a day or I'm pretty grouchy.
4 I have an awesome piece of fused glass from the first time I made lightning. I
wear it as a neck lace.
5 I'm not really fond of my job, but it's the only thing I'm really good at.
6 Weather management has been in my family for generations. It's important
to me to carry on the tradition.
1d6 Suggested Flaws – Weather Manager
1 I like to catch a nap whenever I can. There's always time to get my job done
later.
2 I'll probably never get over my fear of thunder and lightning.
3 I just can't seem to get the hang of bucking clouds.
4 If someone crosses me, I might make sure they get a little extra stormy
weather next ti me they're picnicking.
5 I don't really keep to a schedule. I just eyeball things as I go along.
6 I have a hard time telling north from south.


New Feats
Add these new feats to the list of those available in the D&D game. If you choose a
feat which grants proficiency in a skill , tool, or language in which you are already proficient ,
you can instead choose a different proficiency of the same type.
A few of these feats appear in the 5th Edition D&D rules. The version that appears
here is an update that clarif ies how it should work for MLP45E.
Agile Flyer
Your friends (and opponents) have a hard time keeping up with you.
Prerequisite: Fly speed
 Speedy Wings: Your fly speed increases by 10 feet. This stacks with other
speed increases.
 Fancy Maneuvering : When you provoke an opportunity attack for using
flying movement, opponents have disadvantage on the roll.
 Gusty: You gain the use of the Gust cantrip from the Elemental Evil P layer’s
Companion . Its DC is 8 + your proficiency bonus + your Strength or Dexterity
modifier.
 Loop the Loop Around: When you are flying and an opponent misses you
with an attack or you successfully save against an area attack, you can use
your reaction fly up to 20 feet.
 Speed Burst: When you use the Dash action while flying, the distance you
can fly is equal to your speed + 50%.
Angelic Demeanor
Your gentle, caring personality inspires your friends to fiercely protect you, should any
foe threaten to lay a hoof on you in anger.
Prerequisite: Charisma 13+
 Fly to Your Defense: Your friends add your Charisma bonus to damage rolls
and checks against any opponent who has harmed you in the last 10
minutes.
 Plea for Mercy: When you are harmed by an opponent , you can use your
reaction to call out for help . One friend within 30 feet can use their reaction
to move up to their speed and make an attack against the opponent who
hurt you. You can use this ability three times. You regain all uses of this
ability after co mpleting a long rest.
 Ever Graceful: You re -roll Charisma (Persuasion) checks that are a 1 or a 2 on
the die.
 Pacifist: You have disadvantage on attack rolls against a target that hasn’t
attempted to harm you or one of your friends within the last 10 minutes.
All -Team Organizer
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 tokens which are recovered after completing a long
rest . You can take one of the following special actions if you spend a Tactics token:
 Hurried Orders: As a bonus action, one friend within 30 feet of you can use
their r eaction to make one attack or use the Dash, or Dodge action .
 Timely Assistance: As a bonus action, you can use the Help action.

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 Expert Advice: When a friend misses with an attack roll , fails a saving throw, or
fails at a contest against an opponent, you can use your reaction to let your
friend re -roll the attack , save , or check.
 Shout a Warning: When an opponent hits your friend or beats them in a
contest, you can use your reaction to force the opponent to re -roll the attack or
check.
Bison Brave
You are well -trained in your tribe’s ways, and are proud to continue thei r traditions
wherever you go and share them with whoever you meet.
Prerequisite: Buffalo
 Fearless: You have advantage on saving throws against spells and abilities that
would frighten or terrify you, and on check and save attempts you make to
remove those conditions.
 Counting Coup: During battle you can use a bonus action to touch an adjacent,
conscious opponent. This provokes an opportunity attack from the opponent. If
you are not hit by the attack or the opponent elects not to attack, you gain
temporary h it points equal to 5 + your level. Once you have successfully used
this ability, you cannot use it again until you complete a short or long rest.
Some tribes allow a warrior to add a feather to their headdress or decoration to
their clothing each time they successfully use this ability.
 Pass the Calumet: During a long rest you can smoke your ceremonial calumet
pipe, entreating the Great Wind Spirit for good fortune in the coming day. You
and each friend who also participated in the long rest gains a Wind Sp irit’s
Blessing token. These tokens can be spent at any time to add 1d4 to their d20
roll. Unused tokens are discarded at the end of a long rest.
Burly Beast
Nobody doubts your strength ever since they saw you lift that piano by yourself.
 Your Strength score increases by 1, to a maximum of 20.
 Armed and Dangerous: The damage die of your natural attacks improves by
one step (1d 4 to 1d 6, 1d 6 to 1d 8, etc. ).
 Steady Pace: Your speed is not reduced by wearing heavy armor in which you
are profic ient .
 Bulk y Biceps: Your carrying capacity, and lift, push, and pull limits are increased
by 50%.
 Put Your Back Into It: You add your proficiency bonus to Strength checks made
to break, open, knock over, or move objects or creatures.
Calloused Hide
Your time in the hot sun of the plains has given you resistance to heat.
Prerequisite: Donkey, Pony (Earth) or Zebra
 You have resistance to acid damage and fire damage.
 No Sweat: You have advantage on saving throws against acid and fire effects
and Constitution saves to avoid exhaustion from hot weather.
Cartoon Physique
You have a well -developed sense of comedic timing.
 Expanded Repertoire: You gain two additional cartoon physics power slots
 Running Gag: You gain two additional cartoon physics point s.
 Plan B: You can swap out your cartoon physics power slots during a short
rest rather than having to wait for a long rest.
 Signature Move: Designate one of your cartoon physics powers as your
signature move. When you activate your signature move, its po wer cost is
reduced to half normal. If this reduces its cost to less than one point, it
doesn’t cost any points to activate. You can designate a new signature move
after a long rest or when you gain a level.
Special: You can take this feat more than once. Each time you can designate
another signature move.
Cast -Iron Belly
You can eat just about anything without getting sick.
Prerequisite: Buffalo, Diamond Dog (any), Donkey, Dragon, Minotaur, or Pony
(Earth)
 You have resistance to poison damage.
 Healthy Livi ng: You have advantage on saving throws against poison and
disease.
 I Feel Fine: You have advantage on any checks or saves to remove the
Poisoned condition.
 Try Some , It’s Great: You can safely eat foods that would make others toss
their cookies.
Changeling Soldier
Before you were orphaned, you underwent conditioning and a special diet which is still
improv ing your physical abilities.
Prerequisite: Changeling Orphan
Your Intelligence or Charisma bonus increases by 1, to a maximum of 20. You gain
the ability to learn arcane magic, and are now eligible to select arcane classes and feats.
Finally, y ou gain two abilities: Changeling Resin and Fueled By Love
 Changeling Resin: You can use your action to spit a sticky resin at a 5 -foot
space within 20 fe et of you. For the next 15 minutes that spot functions like
the Entangle spell (though it’s limited to the 5 -foot space in size). The save
DC is 8 + your Constitution bonus + your proficiency bonus, and creatures
have disadvantage on saves against it. You can use this ability a total of three
times, and then cannot use it again until you complete a short rest.
 Fueled By Love: At the end of a short or long rest your friends can each
choose to willingly give you one of their Hit Dice. You can either add these
Hit Dice to your own pool of Hit Dice, or convert them into power tokens .
You can spend a power token to re -roll any of your d20 rolls or damage rolls.

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The maximum number of power tokens you can hold at any given time is equal
to your Charisma bonus (mini mum of 1).
Connected Destiny
You and your friends have had a connection since before you knew each other.
When you take this feat, you designate up to 5 friends whose destinies are
intertwined with yours. You gain the following benefits:
 Healing Bond : Each time you spend a Hit Die to restore your hit points, your
destiny friends also heal 1 point of damage.
 Life Saver : Each time one of your destiny friends rolls a death saving throw, you
can use your reaction to take an action.
 Unfinished Destiny : You a nd each of your destiny friends receive 5 temporary
hit points upon dropping to 0 hit points, and only die after failing four death
saving throws, instead of three.
Critter Friend
You’ve never met an animal you couldn’t befriend.
Prerequisite: Animal Handl ing skill, Deerfolk (any), Pony (Any), or Zebra
 Animal Husbandry: Whenever you roll a n Animal Handling or Charisma check
to interact with an animal non -violently, you have advantage.
 A Favor to Ask: You can use the Animal Friendship and Animal Messenger spells
each once per day. When you use Animal Messenger, the animal either uses
pantomime to convey the message or delivers a letter or token you supply it
with as the message.
 Healthy Diet: After each short or long rest, each of your animal companions,
familiars, or other pets gain temporary hit points equal to your level.
 Horse Whisperer: You permanently gain the effects o f the Speak With Animals
spell.
Diamond Dastard
You know a number of tricks unique to your race
Prerequisite: Diamond Dog (any)
 Tail C lub: Add your spiked, club -like tail to your list of proficient natural
weapons. =t’s a finesse weapon that deals 1d6 bludgeoning damage. When you
make an attack with it, you can also make a shove attack as a bonus action
against the same target. See page 195 of the 5e D&D Player’s :andbook.
 Sneaky Attack: When you have advantage against an opponent, your successful
melee, ranged, and spell attacks deal 1d4 bonus damage.
 Crafty: You gain proficiency in a Strength or Dexterity skill of your choice, or a
tool of your choice.
Draconic Flight
Your wings have become strong enough to let you fly reliably .
Prerequisite: Dragon
You gain the Flight , Cloud Walking , Glide , and Sky Hauler traits equivalent to a
pegasus pony. If you had selected the Robust Wings dragon b loodline trait, you can
select a different one instead.
Draconic Might
Your draconic bloodline runs particularly strong.
Prerequisite: Dragon or any Kirin
Special: If you select this feat, you cannot select Embrace the Stars , Pegasus Pride ,
or Salt of the Earth .
You gain three additional Dragon Bloodline racial abilitie s that you do not already
have, excluding Arcane Apprentice and Robust Wings if you are a kirin.
Dungeon Delver
You’ve spent a great deal of time underground, dealing with hostile environment s.
Note: This feat replaces the version of the same feat found in the D&D 5th Edition
Player’s :andbook. It is the same, except for the addition of Darkvision.
Alert to the hidden traps and secret doors found in many dungeons, you gain the
following benefi ts:
 You have advantage on Wisdom (Perception) and Intelligence
(Investigation) checks made to detect the presence of secret doors and
hidden compartments.
 You have advantage on saving throws made to avoid or resist traps.
 You have resistance to the damage dealt by traps.
 You can search for traps while traveling at a normal pace, instead of only
at a slow pace.
 You have Darkvision. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You can’t di scern
colors in darkness, only shades of gray. If you already have Darkvision, its
range increases by 60 feet.
Earth Mastery
Earth and stone are no match for your hooves.
Prerequisite: Buffalo, Diamond Dog, Donkey or Pony (Earth)
 Nimble Hooves: You ignore difficult terrain that is due to loose rocks,
boulders, or other stony ground. You are immune to the Spike Grow th spell
and always recognize it for what it is.
 Geology Major: You have advantage on checks to determine the
characteristics or features of natu ral and worked stone and masonry .
 Rock That Rock: You have advantage on attack rolls against creatures or
objects made of stone, and your attacks and spells deal 1d4 extra damage
against them. At 5th level the bonus increases to 2d4. At 10th , 3d4. At 15th ,
4d4, and at 20th , 5d4.
Embrace the Stars
You take after your unicorn parent , and see magic skill as your destiny.

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Prerequisite: Unicorn or Unicorn Kirin
Special: If you select this feat, you cannot select Draconic Might , Pegasus Pride , or Salt
of the Ear th.
 You Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of
20.
 Knowledgeable: Choose one skill from this list: Arcana, History, Nature, or
Religion. You gain proficiency in that skill.
 Advanced Studies: Select one of the following unicorn pony Advanced Studies
benefit s: Arcane Apprentice or Arcane Weaponmaster .
Encouraging Song
You’ve got a memorable song ready for just about every situation.
Prerequisite: Charisma 13+
You gain proficiency in the Perform skill, and in one musical instrument of your choice.
Once per day you can use your action to begin singing a stirring song to motivate your
friends. Choose one friend within 30 feet. That friend receives one Encouragement die, a
d6. On that friend’s turn, they can choose to use a bonus action to join the song and choose
another friend within 30 feet to receive their own Encouragement die. That friend, in turn,
can continue the chain onwards. This chain can continue until you and all your friends have
received an Encouragemen t die. Once you’ve received an Encouragement die, you cannot
receive another one until you’ve completed a short rest.
You can spend an Encouragement die and add its result to one check, attack roll, or
saving throw you make. You can choose to wait until le arning whether your roll fails before
deciding to use the Encouragement die. You can only have one Encouragement die at a
time. Unspent Encouragement dice disappear after 10 minutes.
At level 8 your song’s Encouragement die increases to a d8, and at level 17 it increases
again to a d10. Each participant who actually sings in person receives the next higher die
size for their Encouragement die (d8 to d10, d10 to d12).
Essence of the Everfree
“Surely you weren’t so arrogant as to think only ponies could harne ss the power of magical
potions ?” — Prince Bramble of Thicket
Prerequisite: Deerfolk (any)
You can create a magical elixir that lets you enchant and communicate with plants.
You have five ounces of elixir, which you can replenish during a long rest. You can use your
action to pour out some of the elixir onto the ground, activating one of the spells below . If
the effect requires an attack or saving throw, your spellcasting ability is the highest of your
Intelligence, Wisdom, or Charisma bonuses. If another creature tries to use the elixir, it
seems to be normal water to them.
 Ensnaring Strike: 1 ounce
 Entangle: 1 ounce
 Goodberry: 2 ounces
 Overgrowth (new —see Chapter 5): 2 ounces
 Plant Growth: 4 ounces
 Speak with Plants: 4 ounces
Note: Adapted from MLP comic s #27 and #28 (main series)
Expert “Helper ”
“Anything I can do to help? ” — Derpy Hooves
 You OK? : You can use a bonus action to use the Help action .
 OOPS! My Bad: You can use a bonus action make a shove attack, or to cause
an opponent adjacent to you to have disadvantage on their next attack roll .
Everfree Elixir
Most folks think the flask hanging from your neck is simply water, but you know that it’s
much more.
Prerequisite: Deerfolk
You possess a flask of magical elixir that lets you enchant and commun icate with
plants. You have five ounces of elixir, which you can replenish during a long rest. Pouring
out some of the elixir activates one of the effects below. This is part of the action that
activates the spell. If the effect requires an attack or savin g throw, your spellcasting
ability is the highest of your Intelligence, Wisdom, or Charisma bonuses. If another
creature tries to use the elixir, it seems to be normal water to them.
 Ensnaring Strike: 1 ounce
 Entangle: 1 ounce
 Goodberry: 2 ounces
 Overgrowt h: 2 ounces (new spell in Chapter 5)
 Speak with Plants: 3 ounces
Friendly Face
Your ever -present smile leads most folks to thinking positively about you.
Prerequisite: Charisma 13+
 Increase your Charisma by 1, to a maximum of 20.
 Pretty Please? You gain proficiency in the Persuasion skill.
 With Sprinkles On Top? Whenever you roll a Charisma check to improve an
NPC’s attitude, you have advantage.
Gale Force
You can use your wings to push around others and wreak havoc.
Prerequisite: Griffon, Hippo griff, or Pony (Earth or Pegasus)
 Speedy: Your speed (walking and flying if applicable) increases by 10 feet.
This stacks with other speed increases.
 Gusty: You gain the use of the Gust cantrip from the Elemental Evil Player’s
Companion . Its DC is 8 + your proficiency bonus + your Strength or Dexterity
modifier.
 Knock ‘Em Down: When you use the Disengage action on your turn you can
also use the Dash action as a bonus act ion . If you do so, anyone you move
past may be blown over. Until the end of your turn, you make a shove attack
against every creature that you move adjacent to (see page 195 of the D&D
5e Player’s :andbook). You can exclude creatures from this attack.

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Griffon Mojo
You have discovered how to tap into your innate magic, and can use it to boost your
physical abilities.
 Catlike Reflexes: You add 1d4 to all Strength and Dexterity checks and saves.
 Savage Pounce: When you use your Pounce ability, you use d8s for the attack’s
damage dice instead of d4s, and you have advantage on your Strength check
for the contest.
 Strong Pipes : Your Ferocious Roar increases to a 20 -foot cone and also deals
1d4 thunder damage (half on a successful save). The damage increases to 2d4
at 6th level, 3d4 at 11th level, and 4d4 at 16th level. You can suppress the
damage component of the roar if you choose.
Handy Hooves
You’ve got a lot of practical, hooves -on experience living in the real world.
 Your Strength, Dexterity, or Constituti on score increases by 1, to a max of 20.
 You gain proficiency in any 2 Strength skills, Dexterity skills , or tools .
You can take this feat multiple times.
Highly Quotable
You’ve got a snappy comeback for every situation.
 Increase your Charisma by 1, to a maximum of 20.
 Quick -Witted: You draw two extra zinger cards after taking a long rest. You
must give one of them to a friend.
 New Material: Once per day you can discard one of your (or a friend’s) unused
zinger cards and allow the holder to draw a replacement.
Light on Your Hooves
You can pronk with grace and agility that few can match.
Prerequisite: Four legs, Dexterity 13+
 You gain proficiency in the Acrobatics skill.
 Roll with It: Whenever you would be knocked prone or restrained, you can roll
a DC 15 Strength or Dexterity saving throw to avoid it.
 Kip Up: You can stand up from prone at the cost of only 5 feet of your
movement.
 Pronking Queen: Whenever an opponent misses you with an attack, or when
you roll a successful Dexterity sav ing throw , you can use your reaction to jump
10 feet away. This movement does not provoke opportunity attacks.
Little Buddy
Your critter friend has always got your back.
You have an animal pet that has stats equivalent to a familiar (per the Find Familiar
spell). Your pet understands your orders and you can generally understand how it’s feeling
or what it’s trying to communicate to you. The pet never provokes opportunity attacks,
opponents have disadvantage on attacks against it, it is profici ent in all saves, and it has
advantage on all saving throws. If your pet drops to zero HP or fewer it is knocked
unconscious. After a short rest it recovers 1 d8 HP, and you can also spend your own Hit
Dice during a short rest to heal it. After a long rest, it recovers all HP.
Your pet acts on its own initiative and follows your orders. It has its own
movement, action, and reaction. It can take the following actions: Dash, Disengage,
Dodge, Help, Hide, Search, and Use an Object (subject to GM approval). It a lso has three
Pet Mischief tokens which you can spend to use the following abilities. Pet Mischief
tokens are recovered at the end of a long rest. If you have an inspiration point, you can
spend it to recover all your Pet Mischief tokens.
 Helping Paw: When adjacent to you or a friend, the pet can use its reaction
to grant that character a re -roll of a check, or saving throw, or force an
opponent to re -roll an attack roll or check made against the character
 Distracting Bite : When adjacent to an opponent, the pet can use its reaction
to grant you or any of your friends a re -roll of a check , attack roll, or saving
throw made against that opponent, or force that opponent to re -roll an
attack roll or check it makes.
 Always Underfoot: Using its action, the pet can make a special trip attack
against an adjacent creature. It makes Strength (Athletics) or Dexterity
(Acrobatics) check (with advantage ) and adding your proficiency bonus ,
contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check
(targ et's choice). If your pet wins, you either knock the target prone or move
it 10 feet in any direction.
Loving Devotion
You and another individual share a special connection.
Prerequisite: You must have the agreement of another player whose character is
the subject of your loving devotion. Your character and that player’s character share a
special relationship : parent -child, sibling, best friend, romantic, or something equally
meaningful . You gain the following benefits:
 Devoted Determination: While the subject of your devotion is below half
their maximum HP or is stressed, you have a +1 bonus to all d20 rolls. The
same applies to the subject of your devotion when you are below half your
maximum HP or are stressed.
 Fly to The Rescue: If the subject of you r devotion is dropped to 0 HP or
fewer or rolls a death save, you can use your reaction to take an action.
 Strength in Each Other: During short rests, you and the subject of your
devotion can spend your own Hit Dice to heal the other.
Luckbringer
Good thi ngs just seem to happen when you’re around.
Prerequisite: Kirin (any)
Each time you complete a long rest, give yourself and each friend present a Luck
token. A character can spend a luck token to reroll a d20 roll the y just made. They can
also spend their luck token on behalf of another friend or non -player character. Any
tokens not spent by the next long rest are discarded.
Magic Adept

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With a little study, your magical talent has improved.
Prerequisite: Magic Initiat e feat
You learn a 2nd -level spell and one cantrip or 1st -level spell from the spell list of the
class you selected for your Magic Initiate feat. Each spell with a level is usable once per day.
If you select a 1st -level spell and pick the same 1st -level sp ell as you chose with your Magic
Initiate feat, you can instead cast that spell twice per day.
Magic Expert
Your training and practice in the magical arts has paid off handsomely.
Prerequisite: Magic Adept, Magic Initiate feats
You learn a 3rd -level spell and one cantrip, 1st -level, or 2nd -level spell from the spell
list of the class you selected for your Magic Initiate feat. Each spell with a level is usable
once per day. If you pick the same spell as you chose with your Magic Initiate or Magic
Adept feat, you can instead cast that spell one additional time per day.
Magic Maestro
You are capable of many feats of magic only matched by those who dedicate their lives fully
to its study.
Prerequisite: Magic Initiate, Magic Adept, Magic Expert feats
You learn a 4th -level spell and one cantrip, 1st -level, 2nd -level, or 3rd -level spell from
the list of the class you selected for your Magic Initiate feat. Each spell with a level is usable
once per day. If you pick the same spell as you chose with your Magic Initiate , Magic Adept,
or Magic Expert feat, you can instead cast that spell one additional time per day.
Massage Therapist
“You really should have come to me sooner. You were carrying so much tension in that
shoulder. ” — Fluttershy
 Work out the Knots: During a short rest, your friends heal 2 additional HP for
each Hit Die they spend, and you automatically remove the stressed condition
from them.
 Proper Stretching: Each time you complete a long rest, give each friend present
for the rest a Massage token. They can spend a massage token to re -roll a
Strength or Dexterity check or saving throw. Any tokens not spent by the next
long rest are discarded.
Mighty Flyer
Your strong wings keep you airborne even under the worst duress.
Prerequisite: Flight ability
 Gusty: You gain the use of the Gust cantrip from the Elemental Evil Player’s
Companion . Its DC is 8 + your proficiency bonus + your Strength or Dexterity
modifier.
 Sturdy Flig ht: You never lose your flight ability due to being low in HP (unless
unconscious), and you can use your reaction to glide even while unconscious.
 Airlift Ready: you r weight limit is doubled while flying (Pounds equal to 30
times your Strength score rather than 15).
Nature’s Veil
Your innate magic allows you to disappear from view when the need arises.
Prerequisite: Deerfolk (any)
 Sly: You gain proficiency in the Stealth or in Dexterity saving throws.
 Fade Away: When you take damage from an attack or when you are spotted
by an opponent, you can use your reaction to become invisible and attempt
to hide. You remain invisible until the end of your next turn or as long as you
continue to concentrate, up to 1 minute. The invisibility ends immediately if
you atta ck or cast a spell, or if your concentration is interrupted. Once
you've used this ability, you cannot use it again until after you complete a
short rest.
Pack R at
You can keep a bewildering array of junk ready to use at any time.
Prerequisite: Hammerspace cartoon physics power . While you have this feat you
cannot drop hammerspace for a different cartoon physics power.
 Lots of Hiding Places: The weight limit of items you can stow is doubled. You
can use your action to stow an item rather than needing to do it during a
rest.
 Got it! : You can instantly produce any standard item worth 5gb or less. You
regain the use of this ability after complet ing a short rest.

Pega -Twister
By flying in a tight circle, you can create a powerful vortex of air.
Prerequisite: Weather Mastery feat
You can use your action to create a tornado effect equivalent to the Whirlwind spell
(see Chapter 5) , centered on you. You are immune to its effects. The DC for creatures to
resist it is equal to 8 + your proficiency bonus + your Strength or Dexterity bonus.
You must use your action each round to concentrate on maintaining it or the
tornado dissipates. Each time you do so , you can move up to half your speed and the
tornado moves with you. The maximum number of rounds you can sustain the tornado
is equal to half your Constitution score. When the effect ends (either by you failing to
use your action to concentrate on the tor nado or by hitting the maximum duration), you
cannot create another tornado until you complete a short rest.
If you are level 10 or higher, you can instead use the 5th -level spell slot version of
Dust Devil.
Pegasus Pride
You take after your pegasus parent, even if you don’t necessarily have wings.
Prerequisite: Pony (any) or Pegasus Kirin
Special: If you select this feat, you cannot select Draconic Might , Embrace the Stars ,
or Salt of the Earth.

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Choose one pegasus subrace and gain the racial traits listeT (other than your own, if
you are already a pegasus). I ncrease your Dexterity, Constitution, or Charisma score by 1,
to a maximum of 20< =f you don’t already have it, you also gain Cloudwalking.
 Pennate: Athletic P oise, Lightning Reflexes
 Nocturnus : Darkvision 120’, Skulker
Plant Mastery
The forest and plains bend to your will.
Prerequisite: Deerfolk (any), Pony (Earth), or Zebra
 Nimble Hooves: You ignore difficult terrain that is due to trees, underbrush, or
other vegetation. You are immune to the Spike Grow th spell and always
recognize it for what it is.
 Botany Major: You have advantage on checks to determine the characteristics
or features of plants and fungi, and on checks to raise plants.
 Pull the Weeds: You have advantage on attack rolls against plant -like creatures
and objects made of plant fiber or wood, and deal 1d4 extra damage against
them. At 5th level the bonus increases to 2d4. At 10th, 3d4. At 15th , 4d4, and
at 20th , 5d4.
Rodeo Champ
You know just the trick to get things to move the way you want them to. Having a red cape
or lasso doesn’t hurt.
 Square Dance: When an opponent misses you with a melee attack, you have
advantage on your next attack against it. You can also use your reaction to
trade places with it and then move 10 feet, if desired.
 Provocar al Toro: When you hit an opponent up to one size larger than you
with a melee attack, you can move it anywhere else adjacent to you.
 Junior Scout: You’re darn good at tying knots.
 Lasso Proficiency: You are proficient with the lasso, and you can use one to
perform tricks . See the lasso rules in Chapter 7.
Salt of the Earth
You take after your earth pony parent .
Prerequisite: Pony (any) , or Hippogriff
Special: If you select this feat, you cannot select Draconic Might , Embrace the Stars , or
Pegasus Pride .
Choose one earth pony subrace (other than your own, if you are already an earth
pony), and gain the racial traits listed below . In addi tion, i ncrease one of the ability scores
listed for that subrace by one, to a maximum of 20. Finally , you learn one skill , tool , or
language proficiency of your choice.
 Andalusian : Everyone’s Best Friend, People -Pony (Con, Int, Cha)
 Appaloosa: Country Wisd om, Crafty, Pilgrim Trader (Con, Wis, Cha)
 Arabian : Fleet of Hoof, Social Caste, Arabic (Con, Int, Wis)
 Clydesdale: Strong Back, Toughness (Str, Con, Cha)
 Mustang: Born to Run, Fleet of Hoof (Dex, Con, Cha)
Scaly Dragonhide
As you grow older, your scales have grown thick and tough, protecting you like armor.
Prerequisite: Dragon or Kirin , potential Strength requirement
When you select this feat, choose one type of armor in which you are proficient.
You gain the benefits and drawbacks of that armor type wit hout actually wearing armor.
For example if you are proficient in medium armor you can c hoose either breastplate or
half plate. You gain the armor’s AC bonus, and disadvantage on Stealth checks if
applicable. If you select a heavy armor type, you must meet its Strength prerequisite.
Wearing manufactured armor provides no additional benefit.
You also gain the Draconic Bloodline benefit Tough Scales. If yo u already have that
benefit, the damage reduction improves from 1 point to 2 points.
Selfless Protector
You can’t stand to see harm come to your friends, and would gladly put yourself in the
line of fire to prevent it.
You have three Loyalty tokens which are recovered after completing a long rest .
You can spend Loyalty tokens to perform the following special actions :
 Body Shield: When a friend within 30 feet takes damage from an attack or
spell, you can use your reaction to spend a Loyalty token . You move adjacent
to that friend and take the damage (and any other effects) instead of them.
 Persevere: When an effect would incapacitate you, you can spend a Loyalty
token to gain advantage on any save or check needed to resist or remove it.
 Stay on Your Hooves: When you take damage that would reduce you to 0 HP
or fewer, you can use your reaction to spend a Loyalty token and instead be
reduced to 1 HP .
Shaggy Hide
The frigid winter doesn’t bother you much at all.
Prerequisite: Buffalo, Deerfolk (any), Diamond Dog, Donkey, or Pony (Earth)
 You have resistance to cold damage.
 You have advantage on saving throws against cold effects and Constitution
saves to avoid exhaustion from cold weather.
 You don’t suffer any speed reductions due to cold effects.
Shake It Off
A strong will lets you shrug off harmful effects when you really need it.
Prerequisite: Diamon d Dog, Dragon, Hippogriff, Minotaur, Pony (Earth), Zebra
 Your Constitution or Wisdom score increases by 1, to a maximum of 20.
 Heavy Mettle : When you are suffering from an effect, circumstance, or
condition that you can attempt to remove by using your act ion, you can
instead use a bonus action to do so. If that attempt fails, you can use your
action to try again.

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Sign of the Peryton
In certain circumstances, a white -tail deer or reindeer is born to a special destiny. Some
claim it occurs when a fawn is born on the night of a full moon, during an eclipse, or on a
leap day. Some deer with the gift are born with feathered wings, while ot hers sprout them
sometime after reaching adulthood. The Deerfolk call these special individuals perytons.
They often become leaders of deer herds.
Prerequisite: Deerfolk (White -Tail or Reindeer)
You gain the Flight, Cloud -Walking, Glide , and Sky Hauler tra its of a pennate Pegasus
pony.
Sophisticated Socialite
You’re the type of pony everypony should know.
 Your Intelligence, Wisdom, or Charisma score increases by 1, to a max of 20.
 You gain proficiency in any 2 Intelligence, Wisdom, or Charisma skills or
languages of your choice.
You can take this feat multiple times.
Spellbound Marksmanship
You’ve learned how to imbue your magic into ammunition.
Prerequisite: Able to cast 1st -level spells, proficiency with a ranged weapon.
As an action, you can imbue a spell of 1st -level or higher into an arrow, blowgun
needle, sling bullet, or crossbow bolt you are holding. You cast the spell as normal, but the
spell effect does not occur until after the missile is used in an attack. You ca n only imbue a
spell that affects one creature or a spell that has an area such as a sphere, cloud, or
cylinder. The missile holds the spell effect until the end of your next long rest or until it is
used in an attack that hits.
If the spell targets a sing le creature, the next time the imbued missile hits a creature
with an attack, the attack deals damage as normal, and then you resolve the spell’s effect
against the target.
If the spell targets an area, the creature does not need to be hit for the spell to take
effect. =nstead, you resolve the spell’s effect from the space or creature you targeted. =f the
missile hits a creature, damage is dealt as normal.
The spell vanishes from the missile when the spell effect is resolved or when the
missile is destroyed . If anyone but you fires the missile, the spell does not activate. If the
imbued spell has a duration that requires concentration, you must concentrate on it as
normal.
Sweet -Talker
You’ve got a keen sense of when someone might be attracted to you, either romantically or
as a potential BFF.
Prerequisite: Charisma 13+
Your Charisma score increases by 1, to a maximum of 20. You have advantage on
Charisma checks made against someone who might be susceptible to your wiles. =t’s up to
the GM to determine for ea ch NPC whether they are affected. Alternately, the GM can
allow you to roll on the table below. Note that if the subject later feels they’ve been
used, you might make an enemy.

d10 Result
1 Rejection: You now have disadvantag e on all these rolls instead of advantage.
2-5 Neutral: Your charms don’t get you anywhere.
6-9 Receptive: The subject wants to be friends ; you gain the benefits of the feat.
10 Smitten: As above, plus the subject is infatuated with you and wants to be
your special somepony.
Tame the Storm
You’ve learned to harness your innate magic to reflect lightning and infuse your touch
with static electricity.
Prerequisite: Weather Mastery feat
 Improved Weather Resistance: When you take cold, lightning, or thunder
damage, reduce the amo unt by double your proficiency bonus . This
supersedes the reduction from Weather Mastery.
 Static Shock: You learn the Shocking Grasp cantrip. The save DC is 8 + your
proficiency bonus + your ability modifier of choice. =t’s typically delivered by
bucking with you r rear hooves.
 Buck Lightning: When you take lightning damage from a ranged or area
attack, you can use your reaction to buck the lightning, redirecting it against
a target of your choice within 25 feet, and you take no damage. The spell
affects its other targets normally.
Telekinesis Mastery
You have studied the magic of levitation extensively.
Prerequisite: Able to cast the MLP45E version of the Telekinesis spell
You can use the 3rd -level MLP45E version of the Telekinesis spell as a cantrip. If you
use a spell slot to cast it, you gain the effects of a spell slot three level s higher than
normal. For example, if you use a 4th -level or higher slot, you gain the effects that a
character without this feat would receive for using a 7th -level or higher slot.
Throw Your Weight Around
Your towering height and chiseled physique lets you perform some impressive feats of
strength.
Prerequisite: Minotaur , Strength 13+
 You. Here. Now: As a bonus action, you can move any medium or smaller
creature within 10 feet of you to any other place within 10 feet of you.
 You Get The Horns : When you hit with show them that you rock , you can
move the target 10 feet.
 Home Remodeling Expert: Your physical attacks against inani mate objects deal
1d10 extra damage.

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Tree Whisperer
“Ya know she’s not a tree, right?” “She’s not a tree, Dashie!” “I’d like to be a tree.” —
Twilight Sparkle, Pinkie Pie, Fluttershy
Prerequisite: Pony (Earth) or Deer (any), Proficient in Nature skill
 You r Wisdom score increases by 1, to a maximum of 20.
 You gain proficiency in the Nature skill .
 Expert Gardener: You have advantage on any check made involving trees or
other plants.
 I’m Not Crazy, I Just Talk to Plants: Once per day, you can use an effect similar
to the Speak with An imals spell to speak with trees and other plants.
Trickster Nonpareil
You’ve got opportunity in this very community.
Prerequisite: Your race or class is capable of using arcane magic.
 You learn the Apprentice’s Telekinesis cantr ip, or a different cantrip if you
already know it.
 You gain proficiency in the Deception skill or in thieves’ tools.
 Magic Trick : You can make Dexterity checks to disarm traps and open locks and
Sleight of Hand checks on targets up to 10 feet away from yo u.
 Disappearing Act: You can attempt to hide even when you are obscured only
by a creature that is one size larger than you.
True of Heart
Your noble spirit protects you from the ravages of dark magic and aligns you with the purity
of the light.
Prerequis ite: Charisma 13+
 Preserving Light : When you take necrotic or radiant damage, reduce the
amo unt by your proficiency bonus.
 Shine On: Whenever an effect would reduce your maximum HP, the amount it
is reduced is halved.
 Divine Favor : You can choose to add 1d4 to a saving throw. When you do so,
you can’t use this ability again until you complete a short rest.
Un -Common Sense
Sometimes you wonder how others make it through life not realizing the things that are
obvious to you.
 Your Wisdom score increases by 1 , to a maximum of 20.
 You gain proficiency in any 3 Wisdom skills of your choice.
You can take this feat multiple times.
Virtuoso
“Actually I can play the lyre, harp, psaltery, harpsichord, piano, guitar, vio lin, banjo,
mandolin, hammer dulcimer, and hurdy -gurdy, but my favorite instrument is the lute.” –
Lyra Heartstrings
 Your Charisma score increases by 1, to a maximum of 20.
 Multifaceted: You gain proficiency in the Perform skill and a number of musical
instruments equal to your Intelligence score.
 Dram atic Performance: You can use your Performance to create an effect
equivalent to the Charm Person , Enthrall, or Heroism spell. The DC is equal to 8 +
your Charisma bonus + your proficiency bonus. When you use this ability, you can’t
use it again until you complete a short or long rest.
Volunteer Militia
The royal guard and Wonderbolts can’t be everywhere at once. Many towns and villages
have their own volunteer militi a ready to assemble when a thr eat appears.
 Your Constitution score increases by 1 (to a maximum of 20).
 You gain proficiency with all martial weapons and light armor.
War Paint
Your tribe’s traditions include application of war paint prior to battle, boosting your
resolve and will to f ight.
Prerequisite: Buffalo, Deerfolk (any), Pony (Earth or Pegasus), or Zebra
 You gain proficiency in the Intimidat ion skill.
 Prepare For Battle: At the end of a short or long rest you can apply war paint
to yourself and any of your friends. Each particip ating character spends one Hit
Die and receives temporary hit points equal to the die roll result or your
Charisma bonus (whichever is higher).
 Battle Frenzy: Once per day you can use a bonus action to enter a battle
frenzy. For the next five rounds you gain temporary hit points equal to your
Constitution bonus at the start of your turn, and you cannot be frightened or
terrified.
Weather Mastery
You’ve learned a number of tricks to help you in your duties as a weather manager.
Prerequisite: Pony (Pegasus), Griffon, or Hippogriff.
 Gusty: You gain the use of the Gust cantrip from the Elemental Evil Player’s
Companion . Its DC is 8 + yo ur proficiency bonus + your Strength or Dexterity
modifier.
 Weather -Resistant: When you take cold, lightning, or thunder damage,
reduce the amo unt by your proficiency bonus .
 Cold Shmold: You have advantage on saving throws against cold effects and
Constitu tion saves to avoid exhaustion from cold weather.
 Windy Wings: You can use your action to create an effect equivalent to the
Gust of Wind spell. Its save DC is equal to 8 + your Strength or Constitution
bonus + your proficiency bonus.
Well -Read
“I’m not an egghead, I’m well -read! ” — Twilight Sparkle
 Your Intelligence score increases by 1, to a maximum of 20.

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 You gain proficiency in the History skill or in any two tools or language s.
 Applied Knowledge: Three times per day you can add your proficiency bonus
when you use a skill or tool in which you are not proficient, or when attempting
an ability check to which no skill or tool applies.
Witch Doctor
Everywhere you look, you see the spirits guiding you onward. You converse with them as
easily as you would wi th the living.
Prerequisite: Zebra
 Spirit World Communion : Your number of Ancestral Guidance dice increases
from 3 per day to 5.
 Channel the Spirits: Once per day, y ou can spend one of your Ancestral Guidance
dice to cast one of the following spells as a f irst -level spell: Animal Friendship ,
Create Water , Cure Wounds , Detect Magic , Detect Poison and Disease , Faerie
Fire , Fog Cloud , Goodberry , Gust of Wind , Healing Word , Purify Food and Drink , or
Speak with Animals.
 Not -So-Evil Brew: During a rest you can sp end one of your Ancestral Guidance
dice to create a magic brew at no material cost as long as you have access to a
spell component pouch or an outdoor location or natural subterranean cave
where you can gather ingredients. You can create acid , alchemist’s fire , antitoxin ,
holy water , or a potion of healing . The item loses its power if it is not used within
12 hours.
 I Suppose You Could Call it a Curse: In addition to their other uses, you can use
your reaction to assign one of your Ancestral Guidance dice to an opponent’s d20
roll if they’re no more than 2 levels higher than you.

Hindrances
Some roleplaying games use a drawbacks system which allows you to build
mechanical drawbacks into your character in exchange for more benefits . 5th Edition D& D
does not have such a system, although there’s no reason one can’t be added as long as the
drawback s are broad, mechanics -based, and frequently applicable. Like everything in this
game, the GM can change or disregard hindrances if he or she sees fit.
Hind rances in MLP:45E will each have a series of mechanical penalties, and a benefit.
Some may reward an extra skill, an ability score benefit, or even an entire feat.
Rules for Hindrances:
 A character can only have one hindrance , which they must select befor e the
character is introduced to the game.
 =f a character doesn’t have a hindrance and the player wishes to add one, the
hindrance must come about during role -playing. For example, if a character has
a terrible experience while they are alone, the GM could allow the player to
select a hindrance based on monophobia: the fear of being alone.
 The GM can allow a character to have more than one hindrance, but should
carefully watch the character to ensure that the hindrances are not being
abused by being bypasse d or ignored.

Below is the first of such potential hindrances, Flight Camp Flunker , which could be
used to build a pegasus character who’s afraid of flying, or an awkward flier. Perfect for
the character who has a little Derpy or Fluttershy in them.

Flig ht Camp Flunker
Maybe your wings are a little under -developed, or you’re afraid of heights , or
you’re just uncoordinated. Regardless of the cause, you’ve learned to make up for your
weakness in other ways.
Prerequisite: Pegasus, Griffon, Changeling Orphan , Hippogriff, or other race with at -
will, unlimited flight.
Penalty : Your fly speed is reduced by 30 feet. While you are flying, attacks against
you are made with advantage and you have disadvantage on Strength and Dexterity
checks and saving throws. If you ever fly above 100 feet in altitude, you must roll a DC 15
Wisdom or Constitution check or immediately descend 50 feet.
Benefit: You can select a bonus feat.

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Languages of Equestria
In the show, everyone speaks the same language. To make things more interesting,
MLP45E’s language list looks more like the traditional D&D language list.
At minimum, your character knows the languages provided by your race, class, and
background. You also know a number of additional bonus languages equal to your sta rting
Intelligence bonus. These bonus languages are normally chosen from the Standard
Languages list, but the GM may allow you to select certain exotic languages if they fit your
character’s backstory.
Common Languages
Bovine (verbal, written, Bison script): The buffalo and cows speak this language,
which is intentionally slow -paced. Most younger members of these races also speak
Equestrian.
Canine (verbal , written , Jotun runes ): The language of the diamond dogs is harsh and
guttural, with lots of barks, growls, and whimpers. It s written form is very simplistic . It is
theorized to be a radical evolution of Jotun.
Cervine: (verbal, written, Sylvan script): The ancient language of the deerfolk has
changed little in the last 2,000 years. Like Old Equestrian, it is descended from Sylvan.
Draconic (verbal, written, Draconic script): The elder language of dragons was the
source of many of the words for the concepts of arcane magic borrowed by the original
speakers of Sylvan, and its child languages Cervine and Old Equestrian. Like Sylvan,
Draconic dates back thousands of years into pre -history.
Equestrian (verbal, written, Equestrian script): The native language of ponies has
become the common tongue of Equestria, and is spoken b y most intelligent creatures.
There are many different regional variations with their own accents, but they are not
severe enough to hinder communication between speakers.
Equestrian Sign Language (visual): This language was created to assist the deaf. It
consists of numerous body, hoof, tail, and facial gestures used to convey entire words and
letters and is based on Equestrian Common. Due to the limits of hoof dexterity, generally
only simple ideas can be conveyed, but individual letters of complex words can be tapped
out on the ground with hooves, though it is a bit more time -consuming.
French (verbal, written, Equestrian script): Sacré bleu! Spoken by some of the pony
natives of Vanhoover and the distant kingdom of France. Also known as “Fancy.” It
devel oped from Old Equestrian in parallel with modern Equestrian and Griff.
Griff (verbal, written, Equestrian script): The native language of griffons sprung from
Old Equestrian in the distant past. Speakers of Griff can communicate simple ideas with
speakers of Equestrian, but anything more complicated would require an interpreter. Many
griffons and hippogriffs living in Equestria learn Equestrian in school and pick up Griff from
their family members. Most younger ponies know a few words of Griff, as well.
Horse Code: Used by telegraph operators to convey messages over wire using magical
telegraph keys. A proficient operator can send about 20 words per minute. It can also be
transmitted using a variety of other media, such as by tapping on an object to make noise,
or using a lantern or flashlight.
Jotun (verbal, written, Jotun runes): The language of ogres, giants, trolls, and other
similar creatures.
Old Equestrian (verbal, written, Equestrian script): An archaic form of Equestrian,
spoken by some older drag ons and frequently used in religious and historical texts and
some modern academic publications. There are no large populations still speaking this
language exclusively, as it predates even the Crystal Empire’s heyday. Like Cervine and
Griff, it is a child language of Sylvan. Someone who speaks Griff, Sylvan or Equestrian can
understand about 50% of something written or spoken in Old Equestrian.
Sylvan (verbal, written, Sylvan script): The language of fey folk such as breezies,
dryads, and other creatures o f the faerie world, Sylvan is the parent language of both
Cervine and Old Equestrian. Like Draconic, Sylvan dates back thousands of years.
Undercommon (verbal, written, Jotun script): This language is the common trade
tongue of those races who live undergr ound, similar to Equestrian’s use above ground.
Most minotaurs, diamond dogs, and changelings who deal with other races learn it
eventually.
Exotic Languages
Arabic (verbal, written, Arabic script): Spoken by the Arabians of Saddle Arabia,
completely diffe rent from Equestrian.
Changeling Pheromones (olfactory): Changelings can alter their scent to convey
different emotions or concepts. Only other changelings and diamond dogs have noses
sensitive enough to understand this language.
Deep Speech (verbal, writt en, Deep Speech script): This bizarre, alien language is
spoken by otherworldly monsters that live underground, and is extremely difficult to find
even an opportunity to learn it.
Druidic (verbal, written): The secret language of druids is known by all dru ids,
regardless of species. They refuse to teach it to non -druids.
Smoke Signs (visual): By building a campfire, buffalo can communicate simple ideas
to others who recognize the signs from miles away. They vary the color of the smoke by
tossing different p owders into the fire, each color signaling a different emotion. All
buffalo are taught this language from a young age.
Tail Signs (visual): Deerfolk rangers and druids developed their own simple sign
language that involves tilting their tails and ears. The y can silently communicate basic
ideas to anyone within sight range who knows the language. Anyone can learn to read it,
but races without external ears such as griffons, hippogriffs, and dragons can’t
effectively send messages using it.
Thieves’ Cant (ver bal, written): This secret code language allows those of less
savory reputations to hide messages in what seems like innocent conversation. In
addition, it includes a set of secret symbols used to convey short messages. =t’s only
taught to those deemed tru stworthy enough to learn it.
Zebraharan (verbal, written, Zebraharan script): The zebras have their own
musical, rhyming language which is difficult for non -natives to learn. Would -be speakers
need to spend a few months with a native speaker to do so.

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Character Quirks
The rules dedicate a lot of space to determine what your character is good at, but
what about those neutral or negative traits? Consider giving your character one or more of
these quirks. Some are just interesting flavor, others are personality flaws. They have no
mechanical benefit or hindrance, but they do make your character more interesting and
memorable . They also give you a default behavior or talking point to fall back on, and
possibly one or more goals to achieve.
More serious disabilities like blin dness, deafness, partial paralysis, missing limbs, and
the like, while certainly possible, make it harder to be an adventurer. Unlike the hooks
below, they would need to impart some sort of mechanical effect to have any meaning. If
you wish to play a chara cter with such a disability, work with the GM to determine its game
effects, and how your character is stronger in other areas to compensate for it. =t’s also
certainly possible, in a world of magic and technology, to have working artificial limbs like
Edw ard Elric, Lan Fan, Luke Skywalker, or Jet Black. See the Artificial Limb quirk.
One thing to remember when you start using your character quirks is not to be
obnoxious about them . =t’s great to occasionally bring one up, especially when the scene
calls fo r it, but continually mentioning your quirks in every situation or conversation will get
old fast for the other players.
Adventurous: You’ll try anything once. You live by the motto “That which does not kill
me makes me stronger.” You want to go out and experience everything you can, even if it
does eventually kill you. And when it does, hopefully at least the bards will write a good
son g about it.
Albino: Albinism has rendered all your hair white, and your skin a bright pink that
burns easily, forcing you to dress in dark clothing. Most folks won’t give it a second thought
after they meet you, but some primitives might treat you like a g od or a demon.
Artificial Limb: Due to some unfortunate circumstances, you lost a limb. You have
managed to acquire a replacement made from metal and wood, powered by magic. See the
GM for approval before taking this quirk.
Bad Breath: You need to see a d entist more often. You probably don’t even own a
toothbrush, do you?
Bad Hygiene: You need to take a bath more often.
Bad Eyesight: So you’ve got glasses. Maybe you’re completely blind without them, or
maybe things look a little fuzzy. Protip: always keep a backup pair stashed in your
hammerspace.
Bald: Maybe you lost it in an accident, maybe it’s genetic, maybe you’ve got
Clydesdale fur blight, or maybe you had the Equestrian equivalent of chemotherapy. =t’s
nothing to be ashamed of, but you may not see it that way.
Bigoted: You and your kin are all that matters to you, and everyone else is
unimportant, as far as you’re concerned. Maybe you are disgusted by lowly farm folk.
Maybe you can’t stand those prissy city folks. Maybe you think mules are ugly, or th at all
dragons are dangerous, greedy monsters, or that griffons ought to move back to their own
kingdom. =t makes for a great story when someone you’re bigoted against turns around and
helps you out, so this is a good flaw to work on improving through adve nturing.
Catch Phrase: You’ve got that old expression you like to use, and everyone’s heard it.
Maybe you’ll get bored of it eventually, maybe not.
Cocky: When others ask you to be careful, you roll your eyes, having total faith in
your competence. You may be reckless, at times even to the point of putting your
friends in harm’s way. =f you do get bested or shown to be wrong, you might become
sullen or even angry.
Competitive: You turn everything into a game or contest. Sometimes this can be
fun for your fr iends, other times it’s exasperating to them, even if you don’t see the
problem yourself.
Control Freak: You have a strong need to be aware of every possible variable in the
situation at hand, so you can take them into account when you formulate your plan of
action. =f something unexpected comes up, everything falls apart and you’re at a loss for
how to handle it. You might brush off the advice of others, putting full faith in your own
vision of reality.
Corruptible: You have a thing for bad behavior. Maybe you’re a petty thief, a
pickpocket, or you might look the other way when someone needs help (unless they can
pay for it). =f you’re in a position of power, you might take bribes or kickbacks to ensure
your cooperation or compliance.
Cowardly: You try to k eep to the shadows, wanting no part of the limelight. In
combat, you might let others do the fighting if you can get away with it. Being put on the
spot is terrifying and you might start to panic. You might even lack confidence in your
own abilities. You t end to let others think for you, and just go along with what everyone
else is doing.
Excitable: You tend to get a bit dramatic over the smallest things sometimes. If
Equestrian isn’t your native language, you might drift into that language when riled up,
confusing or amusing people around you.
Famous Relative: So maybe your sibling, cousin, parent, or grandparent is a famous
music star, politician, soldier, business person, or explorer. You’d just like to make a
name for yourself, and get out from under the ir shadow.
Funny Voice: Maybe your voice is extra high, or extra low, or grates on the ear.
Maybe your voice is normal but you can’t carry a tune in a bucket. Good or bad, it sure
makes people remember you.
Glutton: You consume in excess. This may not be a bout food, either. Maybe you
splurge on exotic spa treatments, the latest fashions, or expensive jewelry. Perhaps you
like to get blind drunk a few nights a week. While others might gasp at your
extravagance, many of them are secretly jealous or disgusted by your behavior.
Ignorant: You may lack knowledge, but you don’t let that stop you when it comes to
making a decision or making your opinion known. On the other hand, you might keep
such thoughts to yourself, as you know some of your ideas would likely be pretty
unpopular. This manifests as a low Intelligence score.
Illiterate: For whatever reason, you never had the chance to learn to read and
write. Or you did have the chance and squandered it. You try to hide it as best you can
but eventually people find out.
Impatient: Time is precious, especially your time. You have little desire to wait
around for someone who’s taking their time, and may become annoyed or even upset if
someone isn’t moving as quickly as you think they should be. This may lead you to ta ke
action on your own when you think you’re not getting anywhere with negotiation.
Indecisive: You have a hard time making a decision on your own, so you’re
constantly asking others their opinion.

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Irreverent: You don’t really know when to turn off the fun and put on your serious
face. This could be a real problem when the police notice you milling around suspiciously at
night, or when the princess introduces you to the ambassador to Griffonia.
Kitchen Nightmare: Somehow you could manage to ruin a plain let tuce salad. Your
friends know better than to trust you with KP duty.
Klutz: You tend to run into walls, fences, other people. You trip over your own hooves,
or tail. This is usually more entertaining when you’re carrying a cake or a stack of dinner
plates around.
Limp: An old wound or other physical problem gives you noticeable limp. You could
simulate this by reducing your speed by 5 feet or never using the hustle action. Most
people will be respectful or even offer to help you along. Perhaps you accept th eir help
graciously, or perhaps you angrily brush them off?
Lazy Eye: You can’t really help it but sometimes one of your eyes just likes to wander
in the wrong direction. A few blinks usually gets it back in line, but it’s enough to catch
people off -guard.
Loose Cannon: You are blunt. You tend to act or speak before thinking. Maybe you
impulsively push the big red button. Maybe you blurt out your disgust at your meal right in
front of the friend who just did their best to prepare it. Once you’re committed, you’re all -
in, so it might take your friends a lot of effort to get you to back down.
Moody: Your mood might change from day to day or even hour by hour. There may
not even be a good reason for it.
Naive: Maybe you grew up living a sheltered life, or you’ re just too trusting of people.
You have a hard time determining when someone’s trying to take advantage of you. This
would manifest as a low Wisdom score.
Neat Freak: You can’t stand the thought of getting dirty, or being disorganized.
Celestia forbid tha t it actually happens.
Oblivious: Sometimes you just don’t get it. You have a hard time telling when
someone needs a heart -to-heart and when they just want to be left alone. Maybe you’re a
prankster who takes things too far and, even though you may not int end to hurt someone’s
feelings, it happens regardless.
Obsessive: Perhaps you collect small human figurines. Maybe you try to convert
everyone you meet to the Church of Universal Discordianism. Maybe you really, really ,
really love grape jelly. Regardless, normal people might find you a little odd, though they’re
probably not actively hostile to you.
One Eye: Maybe you wear an eye patch or glass eye, or maybe you just walk around
with a scarred -over eye socket. Regardless of how it happened, it might make some people
nervous or uncomfortable. You could simulate this in -game with a low Dexterity (lack of
depth perception) or Charisma (tur ns others off). Of course in some circles, such a disability
might be seen as a sign of bravery and strength.
Overweight: You have an eating problem (or maybe it’s glandular?). Although you
don’t have any in -game effects, this could be represented by low D exterity and
Constitution scores. You get tired faster, don’t have as many hit points, and are clumsy. You
could simulate this by never taking the hustle action, as well.
Phobia: Whether it’s heights, enclosed spaces, crowds, open spaces, spiders, bunnies,
or something else, you have an irrational fear of it. When confronted by it you start to
sweat at best, or run screaming in terror at worst.
Procrastinator: Why do now what you can put off for another day when there’s
important napping to be done? Sure, y ou were going to buy more healing potions, but
eventually forgot about it.
Quiet: Why use a dozen words when one will suffice? Some might think you lack
intelligence, but you just don’t see the point of wasting time gabbing.
Rude: This is the definition of having a low Charisma score. Although you may treat
your friends well enough, you tend to be disrespectful to strangers. You probably don’t
even realize it, however, and blame any poor treatment you receive on others.
Sarcastic: Maybe you’re a decent pers on, but you tend to be jaded and pessimistic,
which can manifest as frequent use of sarcasm. You might not think anything of it, but
others might be turned off by it.
Scars: You have numerous scars from past fights, or perhaps ritual scarring from
your pri mitive tribe. Regardless of how it happened, some folks will find they make you
more interesting, while others might be turned off.
Scatterbrained: You have a hard time concentrating on the task at hand, and get
distracted easily (especially by butterflies and balloons). This can be frustrating for your
friends when they leave you in charge of guard duty and return to find you playing tic -
tac -toe with your imaginary friend.
Speaks in Third Person: You always refer to yourself by your name, and never use
the personal pronouns “=” or “me.” In extreme cases, you might even use grandiose
adjectives to describe yourself.
Stubborn: You hate change. You wish that things could always stay the same. New
things frighten and confuse you, though you’d never admit it. Th is may manifest as a
dislike of strangers, a refusal to change plans, or ignoring the advice of others.
Suspicious: You’ve been burned before, and you have a hard time trusting others
since it hurt so much the last time you did. You probably have a hard ti me making
friends, and you’re always on guard in case one of those so -called friends eventually
betrays you.
Unjust Reputation: Perhaps you’re a member of a family known to be cruel or
miserly. Maybe your sibling or parent is in jail for awful crimes. Or y ou were acquitted
for a crime (whether guilty or innocent). Whatever the situation, folks treat you poorly
and you’ve got to prove that you’re not who everyone thinks you are.
Vain: You like to make sure you’re the center of attention. The things you’re do ing
are obviously more interesting than what anyone else has to say, so you would rather
spend time talking about your interests, how your day went, and what you would like to
do than listen to someone else. If somebody steals your thunder, you may become
jealous or even angry.
Windbag: When you get started talking on a subject, it can be hard to get you to
stop. Others might think you just like hearing the sound of your own voice, but you just
have a hard time telling when others are starting to get bored.
Vulgar: You’re rude, crude, and make no apologies. =n some places this may be seen
as a virtue, but most normal folks, while they may treat you with courtesy and respect,
think poorly of your behavior.

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Height and Weight by race
The tables below show some typical height/weight ranges. You can pick anything in
that range for your character, or something outside the range if you want to be uniquely
larger or smaller. Assume that characters with a higher Strength and Constitution sco res
will be heavier with muscle mass, and they may be taller than average (though not
necessarily). Note that these weights are lighter than is realistic. Mostly this is to make it
easier to carry other characters around, as frequently happens in the show.
For most races, females tend toward the lower end of the range while males tend
toward the higher end. Male and female griffons, diamond dogs, and dragons are roughly
equal size. Changeling orphan females are generally larger and heavier than males.

Race Height Range Weight Range
Earth Pony (Andalusian) 3’ ; 4’ (90 ; 120 cm) 90 ; 120 lb. (40 ; 55 kg.)
Earth Pony (Appaloosan) 3’ ; 4’ (90 ; 12 0cm) 90 ; 120 lb. (40 ; 55 kg.)
Earth Pony (Arabian) 3.5’ ; 4.5’ (105 ; 135 cm) 110 ; 150 lb. (50 ; 70 kg.)
Ear th Pony (Clydesdale) 3.5’ ; 4.5’ (105 ; 135 cm) 120 ; 160 lb. (55 ; 75 kg.)
Earth Pony (Mustang) 3’ ; 4’ (90 ; 120 cm) 90 ; 120 lb. (40 ; 55 kg.)
Pegasus (Pennate) 3’ ; 4’ (90 ; 120 cm) 90 ; 120 lb. (40 ; 55 kg.)
Pegasus (Nocturnus) 3’ ; 4’ (90 ; 120 cm) 90 ; 120 lb. (40 ; 55 kg.)
Unicorn 3’ ; 4’ (90 ; 120 cm) 90 ; 120 lb. (40 ; 55 kg.)
Buffalo 5’ ; 6’ (150 ; 185 cm) 400 ; 600 lb. (180 ; 270 kg.)
Diamond Dog (Doberman) 4’ ; 5’ (120 ; 150 cm) 100 ; 140 lb. (45 ; 65 kg.)
Diamond Dog (Mastiff) 5’ ;6’ (150 ; 185 cm) 170 ; 220 lb. (80 ; 100 kg.)
Diamond Dog (Pug) 2.5’ ; 3’ (75 ; 90 cm) 50 ; 70 lb. (25 ; 30 kg.)
Donkey 3’ ; 4’ (90 ; 120 cm) 80 ; 110 lb. (35 ; 50 kg.)
Dragon 3’ to 5’ (90 ; 150 cm) 100 ; 200 lb. (45 ; 90 kg.)
Griffon 4’ to 5’ (120 ; 15> cm) 140 ; 180 lb. (65 ; 80 kg.)
Minotaur 7.5’ to 8.5’ (230 ; 260 cm) 400 ; 500 lb. (180 ; 230 kg.)
Zebra 3.5’ ; 4.5’ (105 ; 135 cm) 110 ; 150 lb. (50 ; 70 kg.)
Changeling Orphan 3’ ; 4’ (90 ; 120 cm) 90 ; 120 lb. (40 ; 55 kg.)
Deerfolk (Elk/Moose) 6’ to 7’ (185 ; 215 cm) 400 ; 500 lb. (180 ; 230 kg.)
Deerfolk (Reindeer) 3.5’ ; 4.5’ (105 ; 135 cm) 90 ; 120 lb. (40 ; 55 kg.)
Deerfolk (White ;Tail) 3’ ; 4’ (90 ; 120 cm) 80 ; 110 lb. (35 ; 50 kg.)
Hippogriff 3.5’ to 4.5’ (105 ; 135 cm) 120 ; 160 lb. (55 ; 75 kg.)
Kirin Pony type + 10 ;20% Pony type + 10 ;20%

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Twilight Sparkle by Yakovlev -Vad

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New Spell s By Class
Add the following spells to the D&D Player’s :andbook spell list s.
Bard Spells
Cantrips: Apprentice’s Telekinesis, Eldritch Blast
Level 1 Spells: Apprentice’s Teleport, Cause Fear, Dowsing, Telekinesis, Water Walk
Level 2 Spells: Cloud Walk, Come to Life, Storm Cloud
Level 3 Spells: Share Memories
Cleric Spells
Level 1 Spells: Cause Fear, Dowsing, Water Walk
Level 2 Spells: Cloud Walk
Level 3 Spells: Share Memories
Level 4 Spells: Air Walk
Level 6 Spells: Globe Trot ter
Druid Spells
Cantrips: Lightning Spark
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Overgrowth, Storm Cloud , Whirlwind
Level 3 Spells: Growth Spurt, Lesser Passwall
Level 4 Spells: Gossamer Wings
Paladin Spells
Level 3 Spells: Share Memories
Ranger Spells
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Overgrowth, Storm Cloud , Whirlwind
Level 3 Spells: Growth Spurt
Sorcerer Spells
Cantrips: Apprentice’s Telekinesis, Eldritch Blast, Lightning Spark, Mending
Level 1 Spells: Apprentice’s Teleport, Cause Fear, Chameleon Cloak, Dowsing,
Telekinesis, Water Walk
Level 2 Spells: Cloud Walk, Storm Cloud , Whirlwind
Level 3 Spells: Share Memories
Level 4 Spells: Air Walk, Gossamer Wings
Level 6 Spells: Globe Trotter
Wizard Spells
Cantrips: Apprentice’s Telekinesis, Eldritch Blast, Lightning Spark, Mending
Level 1 Spells: Apprentice’s Conjuration, Apprentice’s Teleport, Cause Fear,
Chameleon Cloak, Dowsing, Instant Makeover, Telekinesis, W ater Walk
Level 2 Spells: Apples to Oranges, Cloud Walk, Come to Life, Inseparable, Storm
Cloud , Whirlwind
Level 3 Spells: Down Is Up, Growth Spurt, Lesser Passwall, Rapid Teleport, Share
Memories
Level 4 Spells: Air Walk, Gossamer Wings, Wondrous Transfor mation
Level 6 Spells: Globe Trotter
Warlock Spells
Cantrips: Apprentice’s Telekinesis, Eldritch Blast, Lightning Spark, Mending
Level 1 Spells: Apprentice’s Conjuration, Apprentice’s Teleport, Cause Fear,
Chameleon Cloak, Dowsing, Instant Makeover, Telekinesis, Water Walk
Level 2 Spells: Apples to Oranges, Cloud Walk, Come to Life, Inseparable, Storm
Cloud , Whirlwind
Level 3 Spells: Down Is Up, Growth Spurt, Lesser Passwall, Rapid Teleport, Share
Memories
Level 4 Spells: Air Walk, Gossamer Wings, Wondrous Transformation
Level 6 Spells: Globe Trotter


New Spell Descriptions
Spells are presented in alphabetical order. Those with an asterisk (*) appear in the
5th Edition D& D Player’s :andbook but are revised here to be more accurate to the
Equestria setting. Those with a dagger (†) appeared in the 5 th Edition D&D playtest
documents but did not make it to the Player’s :andbook.
Air Walk †
Creatures on which this spell is cast can gallop through the air as effortlessly as a
pegasus flies.
4th -level transmutation
Casting Time: 1 action
Ran ge: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Choose a willing creature within range. Until the spell ends, the target can tread on
air as if walking on solid ground at double its walking speed. The target can move
upward or downward at a 45 degree angle at half its speed. Treat strong winds (twenty
miles per hour or more) as difficult terr ain.
If the spell ends while the target is airborne, it falls if this spell is the only thing
keeping it aloft.
At Higher Levels: When you cast this spell using a slot of 5th level or higher, you can
add one target for each level above 4th .

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Apples to Orang es
You change one thing into another, briefly. This spell may be the source of unusual
“flying orange” sightings reported in Ponyville recently.
2nd -level transmutation
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: 1 minute
You fire off a ray that transforms one object into another. Make a ranged spell attack
against the target. On a hit, an unattended, nonliving object of 1 cubic foot or smaller is
transformed into another object of your choice that is of a similar material (animal,
vege table, or mineral).
If you use the ray against another creature or something being carried by the creature,
it must succeed on a Wisdom saving throw to avoid the effect. Creatures or objects larger
than Tiny size are unaffected.
At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the
duration increases to 1 hour, or 1 day for a 4th -level or higher slot.
Apprentice’s Conjuration
You conjure a simple object out of thin air.
1st -level conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: 1 hour
You conjure a non -magical item worth up to 1 gb. The item is generic (a torch or a hat,
for instance), not a specific item (the key to a particular chest). The item disappears after 1
hour. Because the item looks “too perfect” in appearance, those viewing the object can
notice it’s conjured by succeeding on a DC 12 Arcana or Perception check.
At Higher Levels: When you use a spell slot of 2nd -level or higher to cast this spell, the
item’s value can be up to 10 gb and t he duration increases to 4 hours. 4th -level: 50 gb, 12
hours. 5th -level: 100 gb, 24 hours.
Apprentice’s Telekinesis (Mage Hand *)
You can lift objects and even other creatures into the air and move them around. This
simple version of Telekinesis is one of the first spells most unicorns learn, although
advanced versions are more difficult to master. Sweeping with brooms, pulling aside
curtains, gathering up scattered books, and opening or closing doors and windows are
typical uses of this spell.
Transmutation cantrip
Note: This spell supersedes the Mage Hand cantrip found in the D&D 5e Player's
Handbook, in an attempt to mimic MLP's u nicorn levitation magic as closely as possible.
Any creature with Mage Hand should instead use this cantrip.
Casting Time: 1 action
Range: 25 feet
Components: V, S
Duration: Concentration
You can telekinetically lift and manipulate unattended objects withi n a 10 -foot
sphere with a combined weight of 10 pounds or less, or push/pull an object with the
equivalent of 10 pounds of force. Each round on your turn you can choose to either
continue manipulating the same object(s) or switch to different object(s) wit hin range as
a part of your action. Objects you are lifting automatically move along with you relative
to your position unless you use your action to reposition them (move closer or further
away). You do not have fine motor control over the objects.
While concentrating on this spell you can use your action to perform the following:
 Lift a tiny -sized creature if you succeed on a contest of your magic ability
against the target’s Strength.
 Snatch away a worn or held object if you succeed on a contest of your
magic ability (with disadvantage) against the target’s Strength.
 Hurl an object up to 50 feet away (but lacking sufficient force to deal
damage with it).
Apprentice’s Teleport (Dimension Door *)
You disappear and reappear a short distance away. Twilight Sparkle is a master of
this difficult spell, having used the wizard class feature Spell Mastery to let her use its
1st -level and 2nd -level versions without using a spell slot.
1st -level conjuration
Note: This spell supersedes the Dimension Door spell found in the D&D 5e Player's
Handbook, in an attempt to mimic MLP's unicorn teleportation magic as closely as
possible. Any creature with Dimension Door should instead use this spell.
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You teleport yourself or an unattended object from your current location to any
other spot within range that you can see. You can bring along objects as long as their
weight doesn’t exceed your carry limit. =f you are prone and you use this spell on
yoursel f, you can choose to appear at your destination standing.
At Higher Levels:
2nd -level or higher slot: Range increases to 50 feet, and you can bring along one
adjacent willing creature of your size or smaller. You can also attempt to teleport an
unwilling creature within range up to 50 feet. The target gets a Wisdom saving throw
with advantage to avoid being teleported.
3rd -level or higher slot: Range increases to 200 feet, and you can bring along a
creature up to one size larger than you. Unwilling creatur es still can only be teleported
50 feet. You can bring along a second willing creature, but you take 3d6 psychic damage
which cannot be reduced in any way.
4th -level or higher slot: Treat as the D&D Next Dimension Door spell, with these
additions: You can teleport unwilling creatures as above, or you can bring along
additional willing creatures. Each additional creature beyond the first causes you to take
3d6 psychic damage which cannot be reduced in any way.
Cause Fear †

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You implant a seed of terror within the mind of your target.
1st -level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration : 1 minute
The target must make a Wisdom saving throw or become frightened. While
frightened, the target can attempt another saving throw at the e nd of each of its turns to
remove the frightened condition and end the spell.
*Adapted from 5th edition playtest rules
Chameleon Cloak
Your body and equipment change color to blend in with your surroundings.
1st -level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 Hour
Touch a willing creature. The creature’s body and clothing take on the coloration of
their surroundings, aiding in their attempts to hide. The creature receives a +5 bonus to
Dexterity (Stealth) checks, and do es not need cover or concealment to hide.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you
can affect up to 5 targets and the Dexterity (Stealth) bonus increases to +7. If you use a 5th
level or higher spell slot, y ou can affect up to 10 targets and the Dexterity (Stealth) bonus
increases to +10.
Cloud Walk
This spell lets unicorns, earth ponies, and other ground -dwellers to walk on clouds like
pegasi and other flying creatures.. Twilight Sparkle used this spell to e nable herself and her
friends to attend the Best Young Flyers competition in Cloudsdale in the episode Sonic
Rainboom to cheer for Rainbow Dash.
2nd -level transmutation (Ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (Optional)
Duration: Concentration (up to 1 hour)
Until the spell ends, you gain the cloudwalking ability of pegasi: you can move across
clouds as if they were solid ground. If you are inside a cloud when you cast this spell it
carries you to the top at a rate of 10 feet per second (60 feet per round).
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, it
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
creatures within 25 feet of you.
Optional Mater ial Component: If you spend magic dust worth 25 bits for each
creature affected, the duration increases to 24 hours.
Come To Life
Trixie and Twilight Sparkle are both familiar with this spell, which causes an object
to animate, moving around on command. Us e this spell with care or you can lose control
of it. Trixie lassoed Applejack with her own rope in Boast Busters , and Twilight bit off a
bit more than she could chew animatin g one of Ponyville’s snow plows in Winter Wrap
Up .
2nd -level transmutation
Note: This spell performs a similar function to the Animate Object spell in the D&D
5e Player's Handbook. The difference is, this spell is much lower in level, but the objects
animated with this spell have weaker game statistics and have a chance of going berser k.
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 hour
A small -sized object within range becomes animated under your control. It gains
the stats of a common skeleton. =f it doesn’t have legs, wheels, or another means of
movement, it gai ns a fly speed of 30 feet. Its melee attack is typically slamming into its
target. As part of your action, you can mentally command your animated objects within
50 feet of you. Roll a DC 10 Charisma check. On a failure, the object goes berserk and
acts ran domly according to the table below. You can attempt to re -assert control after
one minute. On a success, you decide what action the object will take and where it will
move, or you can issue a general command such as to guard a particular chamber or
corrido r. You can also order it to act on its own for appropriate tasks (such as a broom
sweeping a house’s floors, a shovel clearing the snow from a street, a washboard
cleaning clothes, etc.) =f the object completes its task it returns to you if you’re within
100 feet.
Depending on the object’s nature, the GM may allow you to assign a special ability
to the object’s attack when it hits. For example a boiling kettle of water might blind the
target once, for a round. An animated rope might grapple its target. A ro ck might push
its target, and a chair might trip its target. If an object does have such an ability, reduce
its base attack damage from 1d8 to 1d4.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,
you can affect a mediu m-sized object such as a food cart, mailbox, bicycle, dinner table,
or couch. The object retains the skeleton’s stats with these changes: :it Points 30,
Attack +5 for 1d8+3.
When you cast this spell using a spell slot of 6th level or higher, you can affect a
large -sized object such as a wagon, snow plow, outhouse, or carriage. The object retains
the skeleton’s stats with these changes: :it Points 60, Attack +7 for 1d8+6.

Berserk Objects: Roll 1d8
1: Attack nearest creature
2-3: Stand idle in place
4-6: Mov e in a random direction
7-8: Move and Dash in random directions

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Down is Up
Twilight used this handy spell to let herself and Spike quickly ascend to the top of the
Crystal Empire’s palace spire in The Crystal Empire.
3rd -level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You reverse the pull of gravity on yourself and everything you’re carrying. This causes
you to immediately fall upward. You can use your reaction to suppress the effect for as
lon g as you like, and you can use your action to restart the effect. The spell effect starts
with your legs and ends with your head, so you always rotate the correct direction for your
hooves to be pointing “down.”
This essentially allows you to treat ceilin gs as floors, or make vertical jumps of up to
100 feet, using your reaction to cancel at the correct height. At the end of such a leap, roll a
Dexterity (Acrobatics) check or fall prone at the destination and take 2d6 damage. Leaps of
greater distances cou ld be attempted, but this is extremely risky since you fall 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.
At Higher Levels: When you u se 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
additional level.
Dowsing
You think about something, and your horn points you in the right direction to find it.
Rarity uses this spell in her gem -hunting expeditions with Spike, as seen in A Dog and Pony
Show.
1st -level divination (Ritual)
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 hour
You visualize something you wish to find, such as water, food, gems, minerals, or a
particular object you are familiar with. If the substance or object exists within range, your
horn points you in the direction of the nearest matc h. In addition, the substance or item
begins to glow if it’s covered by less than 1 foot of loose or soft material.
At Higher Levels: If you use a 3rd -level or higher spell slot to cast this spell, the range
increases to 500 feet, and you can detect items through 5 feet of material.
Eldritch Blast
Some unicorns are able to use their magic to fire a blast of arcane force at their
opponents, although most prefer to dedicate their studies to more peaceful magic.
Evocation cantrip
Note: Use this cantrip exactly as it appears in the D&D 5th Edition Player’s :andbook
to replicate the magic “laser bolts” that the alicorns and some unicorns create. The only
difference is that the bolt is the same color as the unicorn’s magic aura. Normally th is spell
only appears on the warlock spell list. For M LP45E, it has been added to other arcane
class spell list s, as well.
Fabricate
Rarity used this spell, found in the D&D 5e Player’s Handbook, to create a dazzling
outfit from Trixie’s stage curtain in Boast Busters.
Failsafe
Twilight Sparkle’s Failsafe spell, which failed to cancel Discord’s magical effects, is
equivalent to the D&D spell Antimagic Field .
Gaseous Form
Nightmare Moon was known to use this spell, which transforms y ou into a cloud of
fog or smoke. It appears in the D&D 5e Player’s Handbook.
Globe Trotter
You transform into a mote of energy which flies through the air at a rapid pace. The
royal sisters have been known to use this spell to quickly survey their lands when a
chariot is too slow or conspicuous. Princess Celestia demonstrated it in the episode
Elements of Harmony.
6th -level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 8 hours
You take the shape of a small -sized globe of energy that sheds light equivalent to a
torch in the same color as your magic aura. You gain a fly speed of 300 feet. You can
squeeze through tiny gaps (floorboards, leaky roofs, etc) with no movement penalty.
While in globe form you can only use your movement, your action can only be used to
dash or disengage, and you cannot cast any spells or make any attacks. You retain your
normal senses and the ability to speak. You can end the effect at any time. Your speed is
approximately 35 miles per hour, or 70 miles per hour if you dash .
At Higher Levels: When you use an 8th -level or higher slot to cast this spell, your
speed increases to 600 feet (about 70 miles per hour or 140 miles per hour while
dashing ).
Material C omponent: Magic dust worth 250 gb.
Gossamer Wings
With this difficult, costly spell you grant another creature usable (albeit fragile)
wings in the form of your choice. Twilight Sparkle used it to give beautiful butterfly wings
to Rarity in Sonic Rainboom.
4th -level transmutation
Casting Time: 1 minute
Range: 10 feet
Components: V, S

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Duration: 12 hours
You zap a willing creature up to one size larger than you with your magic. Over the
next minute, it grows wings in the form of your choice (typically feathered, butterfly,
dragonfly, or batlike). The creature gains a fly speed of 40 feet and the cloudwalking ability.
If the creature is reduced below half their maximum HP or flies above 10,000 feet in
altitude on a sunny day , the wings are destroyed and the cloudwalking ability is lost. T he
target begins fall ing at the start of its next turn .
Growth Spurt
You cause living cells to develop and multiply, rapidly accelerating their natural growth
rate. This is the twenty -fifth spell Twilight Sparkle learned, according to Spike. She used it to
grow fine, thick moustaches on Spike, Snips, and Snails in Boast Busters.
2nd -level transmutation (Ritual)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M
Duration: Permanent
Living plants, seeds, or willing creature (or a portion thereof) begins to grow and
mature as if weeks or months were passing by every second. Plants are much easier to
affect than creatures, so the effect depends on the target:
Plants: If the seeds are planted appropriately, one casting is sufficient to grow an
entire 5 -foot square patch of small plants such as grass, grain, or vegetables. Such
vegetation grows to maturity and produces any fruit or flowers it normally would.
Alternately, a tree can be grown to approximately 15 feet in hei ght with a trunk 4 inches in
diameter.
Creatures: In most cases it is considered reckless and highly immoral to use this spell
to increase the physical growth of a sapient creature. It can, however, be used to only grow
a small portion of a creature, such as stimulating hair growth, knitting a broken bone, or
scarring over a wound, without controversy. This spell even stimulates cells such as
dormant hair follicles to multiply, allowing, for example, a child or female to grow a fine
moustache and beard.
If used on a portion of a creature, it generally has the desired outcome. Game effects
are left to the GM. Although this spell will not actually heal HP damage, it might assist in
healing a crippling wound or speed recovery from a broken bone (as long as the bone is set
correctly so it can heal properly).
If used on an entire creature, only creatures that are small -sized or smaller as an adult
can be affected, and it ages the creature to maturity or approximately one year (whichever
is less). Creatures that ar e already adult are unaffected unless they keep growing larger as
they age.
Material Component: Magic dust worth 10 gb
Note: This spell does not tax the soil or a creature’s metabolism - all growth is fueled
directly by the material component. A plant or c reature will also not grow beyond its
normal maximum size.
At Higher Levels: If you are of sufficient level, you can increase the amount of magic
dust used to increase the effect:


Minimum
Caster
Level
Magic
Dust
Plant
Square
Size
Tree
Height
Tree
Diamete r
Creature
Size
Maturity
Age
3 75 gb 25 feet 30 feet 1 foot Medium 2 years
6 250 gb 50 feet 60 feet 2 feet Large 5 years
9 500 gb 75 feet 120 feet 4 feet Huge 10 years
12 1,000 gb 100 feet 250 feet 8 feet Gargantuan 20 years
Inseparable
You magically stick two creatures together, forcing them to cooperate in order to
get anything done. Trixie used this spell from the Alicorn Amulet to bind Snips’ and Snails’
horns together.
2nd -level transmutation
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: 10 minutes
Choose two creatures within range that are within 5 feet of each other. Each must
roll a successful Constitution saving throw. If either save fails, the creatures are melded
together and must remain adjacent to each other. Attack rolls against the creatures have
advantage, and the creatures’ attack rolls and Dexterity saving throws have
disadvantage.
=f the melded creatures are the same size, each creature’s speed is halved. =f either
moves, the other is dragged along behind it. If one of the melded creatures is a larger
size than the other, its speed is not reduced and the smaller creature’s speed is instead
zero.
At the end of a melded creature’s turn, it can repeat the saving throw to attempt to
end the spell. The spell only ends whe n both melded creatures succeed at the saving
throw in the same round.
Instant Makeover
Your magic scrubs away all uncleanliness. Rarity used this spell in The Ticket Master
to clean up both Twilight and Spike, and gave them a bit more than they bargained for.
1st -level transmutation (Ritual)
Casting Time: 1 minute
Range: 10 feet
Components: V, S
Duration: Instantaneous
You zap a large -sized or smaller creature within range with your magic. Over the
next minute, the target has all dirt, sweat, grime, water, vermin, and filth whisked away.
Their hair and coat are washed, trimmed, and styled, clothes are cleaned and treated ,
teeth are cleaned, breath freshened, hooves or nails filed and polished, and perfume
and makeup applied (if desired). The quality of the work is equivalent to your own skill at
performing these tasks manually. The materials needed (files, scissors, shamp oo,
makeup, etc) are conjured by magic and disappear at its conclusion.
Material Component: 10 gb worth of magic dust

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Lesser Passwall
Amazingly, Pumpkin Cake spontaneously cast this spell in Baby Cakes to let herself and
her brother escape after Pinkie tra pped them in their playpen.
3rd -level transmutation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Concentration, up to 1 minute, plus 1 additional minute.
Choose a point on a stone, brick, wooden, plaster, cloth, or similar surface within
range. You create an oval hole through space of your size which bypasses 6 inches of the
surface’s thickness. This lets creatures up to one size larger than you to use the hole to
bypass the wall. The spell fails if the surface is thicker than 6 inc hes. Once you cease
concentration, the hole lasts one additional minute.
Lightning Spark
You create a dancing spark of electricity in your hand: A light for your path or a
weapon against your enemies.
Conjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A dancing spark appears in your hand. The spark remains there for the duration and
harms neither you nor your equipment. The spark sheds bright light in a 10 -foot radius and
dim light for an additional 10 feet. The spe ll ends if you dismiss it as an action or if you cast
it again.
You can also attack with the spark, although doing so ends the spell. When you cast
this spell, or as an action on a later turn, you can hurl the spark at a creature within 30 feet
of you. Mak e a ranged spell attack. On a hit, the target takes 1d8 lightning damage.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8),
and 17th level (4d8).
Mending *
You mend a broken object, or graft together similar material. Rarity uses this spell
often. She spliced her own tail hair into Steven Magnet’s moustache, reattached dead
branches to trees (to Applejack’s annoyance), and mended a broken taxi wheel in
Manehattan.
Transmutation cantrip
Note: This spell functions as it a ppears in the D&D 5e Player’s handbook except for the
following addition:
You can use this spell to fuse together similar nonliving materials. For example you
could turn two pieces of rope into one long length, graft dead branches back onto a tree
(though they remain dead), fuse planks of wood into a door, or even repair a sea serpent’s
damaged moustache with your own tail hair.
Overgrowth
The forest deer of Thicket use a magical elixir that duplicates the effects of this spell .
2nd -level transmutation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Concentration, up to 1 minute
The ground within 50 feet of you sprouts thick vines that follow your mental
commands. You can issue the plants one of the following orders when you cast the spe ll,
but you can use your action to issue a different order on subsequent rounds . The plants
only follow one order at a time. Barren ground, hard stone, and dry sand are not
affected.
 Attack: The plants squeeze and poke your opponents, who take 2d4
damage. A successful Dexterity saving throw negates the damage. The attack
is repeated on your turn each round.
 Build: The plants form a ladder, bridge, wall, or similar object up to 50' x 10'
x 2'. Tiny or smaller creatures can move through it by spending 10 feet of
extra movement. A 5' section of the object is destroyed if it takes 20 or more
points of damage. The object is vulnerable to slashing, cold, fire, and necrotic
damage.
 Demolish: The plants dig in to buildings in an attempt to bring them down.
Light woo den buildings lose 1d6 x 5% of their strength each round. Heavy
wooden, light stone, and brick buildings lose 1d4 x 2% of their strength each
round. Heavy stone buildings are unaffected.
 Grapple: The plants grab and slow down your opponents, who treat the area
as difficult terrain.
 Move: The plants move one Huge or smaller object or creature within their
area up to 30 feet. A resisting creature can roll a Constitution saving throw to
resist this m ovement. You can repeat this effect on the same or a different
target each round.
Rapid Teleport
You disappear and reappear a short distance away several times in rapid succession.
3rd -level conjuration
Casting Time: 1 bonus action
Range: 50 feet
Components: S
Duration: Instantaneous
You teleport yourself multiple times a total distance of 50 feet . You must be able to
see your destination. You can use your action for the round between hops, if you like.
For example, you could teleport 20 feet ahead , cast another spell, and then teleport
back to where you started from (a total of 40 feet).
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,
the total range doubles for each level (100 feet at 4th level, 200 feet at 5t h level, etc).

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Share Memories
You communicate specific memories to the recipient, to give them additional
knowledge or attempt to jog their own memory, although the exper ience is taxing for both
of you. In Magical Mystery Cure, Twilight Sparkle used this s pell to restore the cutie marks
of her friends.
3rd -level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Choose an adjacent willing or restrained creature. You share roughly one hour of your
own memories with the target in the course of a few seconds. The target receives any or all
of these benefits (your choice):
 End the Charmed, Dazed, Dejected, Frightened, Stressed, and Terrified
conditions. Other enchantment effects such as confusion or domination might
also be removed or receive an opportunity to save against it (GM’s choice).
 You give the target proficiency in a skill, tool, or weapon that you are proficient
in, which lasts until the target’s next long rest.
 You can give the target an opportunity to analyze a particular scene,
conversation, or other situation you witnessed as if they had been there to
experience it themselves.
This experience is overwhelming to the target. It must make a saving throw against
your spell DC or be paralyzed until the start of your next turn.
Storm Cloud
Trixie used this spell to zap the rambunctious Rainbow Dash in Boast Busters.
2nd -level conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose an unoccupied space within range. A 5 -foot -diameter storm cloud appears
there and lasts for the duration. Any creature that starts its turn within 5 feet of the sphere
must succeed on a Dexterity saving throw or take 2d6 lightning damage (half damage on a
successful save).
As an ac tion, you can move the cloud up to 30 feet in any direction. Any creature with
the cloud walking ability can destroy or move the storm cloud by using their action to
contest their Strength (Athletics) check against your Intelligence (Arcana). If they succe ed,
they can use their movement to drag the cloud anywhere or destroy it. If they fail, they
take damage from the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
damage increases by 1d6 for each level above 2nd .
Telekinesis *
Using their magic to lift items into the air is usually t he first spell a unicorn learns. Few
unicorns, however, are able to use this spell in its more advanced forms.
1st -level transmutation spell
Note: This version of the spell supersed es the official version of Telekinesis in the
D&D 5e Player’s :andbook , to attempt to mimic MLP’s unicorn levitation magic as
closely as possible. Any creature that has Telekinesis should use this version of the spell.
Casting Time: 1 action
Range: 35 feet
Components: S
Duration: Concentration
You can telekinetically manipulate objects within a 10 -foot sphere with a combined
weight of 50 pounds or less. Each round on your turn you can choose to either continue
manipulating the same object(s) or switch to di fferent object(s) within range as a part of
your action. Objects you are manipulating automatically maintain their position relative
to you unless you use your action to reposition them (move closer or further away). This
means that items you are manipulat ing move along with you relative to your position.
You also have fine motor control over the objects, allowing you to play an instrument,
write with a pen, or open a lock, for example.
While concentrating on this spell you can use your action to perform th e following:
 Restrain a small -sized creature if you succeed on a contest of your magic
ability against the target’s Strength.
 Snatch away a worn or held object if you succeed on a contest of your
magic ability against the target’s Strength.
 Hurl objects or weapons you are proficient in, using your magic ability
score for the attack and damage roll instead of Strength or Dexterity.
 Hurl a creature you are manipulating (treat as a proficient weapon, as
above), dealing 3d6 damage to both it and the target on a successful hit.
 Pool your efforts with another caster using this spell to lift heavier objects
(combine your weight limits).
At Higher Levels:
3rd level or higher slot: Range increases to 50 feet, weight limit for objects
increases to 250 pounds, medium -sized creatures can be affected, and you no longer
have disadvantage on checks to snatch objects . You can also cast as your reaction when
within 10 feet of the ground to avoid taking falling damage.
5th level or higher slot: Weight limit for objects increases to 1, 500 pounds, and
large -sized creatures can be affected.
7th level or higher slot: Weight limit for objects increases to 7,500 pounds, and
huge -sized creatures can be affected.
9th level slot: Weight limit for objects increases to 25,000 p ounds, and gargantuan -
sized creatures can be affected.
Time Hop
3rd -level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 rounds
When you cast this spell, you can jump ahead in time up to 10 rounds (1 minute).
You determine how many rounds you wish to skip ahead of time, and then you are

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removed from play until the start of your turn on the destination round. You appear in the
same spot you were in when you left, and you have no knowledge of events that transpired
while you were gone. =f you have a familiar or animal companion, it travels with you if it’s
within 10 feet of you.
If the space is now occupied, you are shunted to the nea rest open space, taking force
damage equal to the number of feet you are moved. If you cast this spell while on a moving
vehicle, you arrive in the same relative position as you were in when you left.
At Higher Levels: When you cast this spell using a spel l slot of 4th level or higher, you
can bring along up to three willing creatures for each slot level above 3rd . The creatures
must be within 10 feet of you when you cast the spell. Familiars and animal companions of
the targets don’t count toward this limi t.
Water Walk *
1st -level transmutation
Note: This version of the spell supersedes the official version of Water Walk in the
D&D 5e Player’s :andbook .
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration (up to 1 hour)
Until the spell ends, you can move across any liquid surface - such as water, acid, mud,
snow, quicksand, ice, or lava - as if it were solid ground. If you are submerged when you
cast this spell it carries you to the surface at a rate of 10 feet per second (60 feet per
round).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
creatures within 30 feet of you.
Whirlwind
You conjure a small torna do under your control. Trixie created a dust devil from
Rainbow Dash’s rainbow to one -up her in Boast Busters.
2nd -level conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose an unoccupied space within range. A 5 -foot -diameter tornado appears there
and lasts for the duration. Any creature that starts its turn within 5 feet of the tornado
must succeed on a Strength or Constitution saving throw or take 1d6 bludgeoning dama ge
from blown objects (half damage on a successful save).
Medium -sized or smaller creatures that fail the save have a 50% chance to be drawn
into the dust devil. Such a creature is restrained and must succeed on a DC 10 Constitution
check to cast a spell. On a failure the spellcasting action is wasted but the spell is not. It can
use its action to roll an Athletics or Acrobatics check against your spell DC. On a success, it
can move its full speed away from the dust devil. One medium -sized, two small -sized , or
eight tiny -sized creatures can occupy the dust devil at a time.
Missile weapons other than heavy boulders or ballista bolts which pass within 10
feet of the dust devil are thrown off -course and destroyed. As an action, you can move
the dust devil up t o 20 feet. You can direct it over barriers up to 5 feet tall and jump it
across pits up to 10 feet wide. Any creatures trapped inside move along with it. If it ever
moves out of range it dissipates immediately.
At Higher Levels: When you cast this spell us ing a spell slot of 5th level or higher,
the damage increases to 5d4, its size increases to a 10 -foot diameter, and it can draw in
one large -sized creature or twice the normal number of smaller creatures.
Wondrous Transformation
You can use this spell to a lter the size and shape of an object such that it becomes
something much larger and more complex. The drawback is it’s only temporary.
4th -level transmutation
Casting Time: 1 Minute
Range: 20 Feet
Components: V, S
Duration: 24 Hours
You target a miniscule object within range and transform it into any relatively
simple non -magical object of huge size or smaller. For example, Twilight Sparkle used
this spell to transform an apple into a carriage complete with harnesses. You could also
transform a spoon into a plow, a toothpick into an extension ladder, a tin can into a suit
of armor, a thimble into a typewriter, and so on.
You can dictate the item’s color, style, and general appearance. You can also make
a nearly perfect duplicate of an existing item. When the spell ends, the item turns back
into its previous form. The item glows faintly the same color as your magical aura, so it’s
obvious that it is magically created. If the item is subject to a magic dispelling or
cancelling effect, i t reverts back to its original form automatically.
Zip It!
Can’t keep that annoying friend quiet for even one minute? Or want that annoying
opponent to pipe down? This spell is the answer.
1st -level transmutation
Casting Time: 1 Action
Range: 30 Feet
Compo nents: V, S
Duration: Concentration, up to 1 minute.
A zipper appears over the mouth of a target of your choosing within range. The
target can resist the spell with a successful Constitution saving throw. If affected, the
target can’t speak, although they can hum, mumble, or make other noise. The target or
another creature can use t heir action to unzip the zipper, ending the spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,
the unzipping creature must win a contest of their Strength check opposed by your
spellcasting ability check in order to successfully unzip the zipper.

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Trixie - I Won't Lie Anymore... by Ziom05

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Equestrian Currency
Coinage
Friendship is Magic (both show and
comics) have only shown us a single type
of coin used for currency: the Equestrian
Bit, a gold coin. To make things easy,
MLP45e rules simply adopt the D&D
coinage system, and use copper bits (cb),
silver bits (s b), gold bits (gb), and platinum
bits (pb) in place of D&D’s copper, silver,
gold, and platinum coins. Most equipment
is priced in gb or sb. Food and drink are
usually priced in cb. There’s 10 copper bits
to one silver bit, ten silver to one gold, and
ten gold to one platinum. Most coin transactions as seen in the cartoon would then be done in
copper or silver bits, rather than gold, for inexpensive day -to-day items.
Jewels
Precious and semi -precious stones are also frequently used as currency, usually for values
much greater than bits. Gem value varies widely, based on the type of stone, its purity, and the
cut. You can use this simple table if you need to determine a gemstone’s value. The table
assumes an average quality cut for the grade. Superior or un usual cuts command double the
price, while raw, unworked gems are only half the listed value. The exception is pearls, which
are (obviously) not cut.

Gems tone Type Small Medium Large
Diamond , Fire Ruby *, Ice Sapphire*, Sun Jacinth* 1,000 gb 2,500 gb 5,000 gb
Black Opal, Emerald, Jacinth, Fire Opal, Ruby,
Sapphire, Star Sapphire , Star Ruby , White Opal 200 gb 500 gb 1,000 gb
Alexandrite, Aquamarine, Black Pearl, Corundum,
Garnet, Spinel, Topaz 100 gb 250 gb 500 gb
Amber, Amethyst, Coral, Jade, Jet, P earl,
Tourmaline 20 gb 50 gb 100 gb
Bloodstone, Carnelian, Chalcedony, Citrine,
Jasper, Moonstone, Onyx, Peridot, Quartz 10 gb 25 gb 50 gb
Agate, Chrysoprase, Iolite, Lapis Lazuli, Malachite,
Mother of Pearl, Obsidian, Rhodochrosite 1 gb 5 gb 10 gb
*While the fire ruby actually appears in the show (Spike’s gift to Rarity in Secret of My
Excess ), ice sapphire and sun jacinth are new. Each of these gems glows faintly with its own
inner magical light, as bright as a candle.
Barter
As seen in several Friendship is Magic episodes, barter is a common form of trade in
Equestria. Normally when you sell equipment in 5e D&D you only receive 50% of its value. At
the GM’s option, you can roll a Charisma (=nvestigation) check to find a local who will trade
the item you have for something else within 25% of the item’s book value. The DC might vary
from 10 to 20 depending on the value of the item, its scarcity, demand for it, and other
factors decided by the GM.
Items such as trade goods and art objects sell at th eir full market value.
Magic Dust
Arcanium, a magical crystal (and its powdered form, magic dust) are also frequently
used as currency. Magic dust is used to power items of artifice: things which in our world
would be powered by electricity. Magic dust lo oks much like table salt, except that it glows
with its own faint magical light. There is no specific value per pound for magic dust. Instead,
it is simply listed with its gold bit value.
The Magical Technology section later in this chapter has more inform ation on Arcanium
and items that are powered by it.
Other Currency
The GM may want to consider what other races or kingdoms may use for currency:
 Crystal Empire coins may be made of semiprecious crystal and bear the
likenesses of ancient rulers.
 Buffalo likely deal mostly in barter, with some trade of turquoise gemstones.
 Diamond Dogs and Dragons prefer to deal in jewels.
 Griffon coins may be square , hexagonal , or have a hole in them to make them
easier to pick up with their sharp talons.
 Minotau r coins maybe twice the size as pony coins (and be worth twice as much).
 Zebra lands might lack productive mineral veins, so they prefer to barter,
especially with rare herbs and animals.
 Deer may fashion their coins from the antlers they shed annually.
 Aquatic races like hippocampi and sea ponies might make their coins from coral
or mother of pearl, and likely use small pearls to barter.
 Coins may be completely alien to changelings.

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Equipment List
This list combines the stock equipment list from the D&D
5e Player’s :andbook along with a number of new items.
Items from the handbook have had their descriptions omitted
unless they have been updated for MLP45E. In many cases
those items have been lowered in price because Equestria is
more technologically advanced than the default D&D
campaign setting, so they are less expensive to manufacture.
In some cases items have also had new or expanded uses
added. See the item de scriptions for details.
Mundane Adventuring Gear
Tools in which you can gain proficiency are highlighted in
yellow .

Item Price Weight
Acid (vial) 25 gb 1 lb.
Adventurer’s kit s (descriptions in Player’s Handbook)
Burglar’s Pack 16 gb
Diplomat’s Pack 39 gb
Dungeoneer’s Pack 12 gb
Entertainer’s Pack 40 gb
Explorer’s Pack 10 gb
Priest’s Pack 19 gb
Scholar’s Pack 25 gb
Alchemist’s fire (flask) 50 gb 1 lb.
Ammunition
Arrows (20) 1 gb 1 lb.
Blowgun Needles (50) 1 g b 1 lb.
Crossbow Bolts (20) 1 gb 1 ½ lb.
Sling Bullets (20) 4 cb 1 ½ lb.
Antitoxin 50 gb ½ lb.
Arcane Focus
Crystal 10 gb 1 lb.
Orb 20 gb 3 lb.
Rod 10 gb 2 lb.
Staff 5 gb 4 lb.
Wand 10 gb 1 lb.
Artisan’s tools — —
Alchemist’s supplies 50 gb. 8 lb.
Brewer’s supplies 20 gb . 9 lb.
Calligrapher’s supplies 10 gb. 5 lb.
Carpenter’s tools 8 gb. 6 lb.
Cook’s utensils 1 gb. 8 lb.
Glassblower’s tools 30 gb. 5 lb.
Heweler’s tools 25 gb. 2 lb.
Leatherworker’s tools 5 gb. 5 lb.
Mason’s tools 10 gb. 8 lb.
Painter’s supplies 10 gb . 5 lb.
Potter’s tools 10 gb. 3 lb.
Smith’s tools 20 gb. 8 lb.
Tinker’s tools 50 gb. 10 lb.
Seamstress/tailor tools 1 gb. 5 lb.
Woodcarver’s tools 1 gb. 5 lb.
Backpack 2 gb 5 lb.
Ball bearings (100) 1 gb 2 lb.
Balloon, small 1 cb —
Balloon, medium 1 sb —
Balloon, large 1 gb —
Banana 1 cb —
Banner 5 sb 1 lb.
Basket, Bushel 5 sb 2 lb.
Basket, Picnic 2 sb 1 lb.
Bedroll 1 gb 7 lb.
Bell 1 gb —
Blanket 5 s b 3 lb.
Block and tackle 1 gb 5 lb.
Book, blank, hardcover 8 gb 3 lb.
Book, blank, softcover 2 gb 1 lb.
Bottle, Glass, Quart 1 gb 2 lb.
Bottle, Glass, Pint 6 sb 1 ½ lb.
Bottle, Glass, Cup 3 sb 1 lb.
Bucket 5 c b 2 lb.
Business cards (50) 5 gb —
Caltrops (bag of 20) 1 gb 2 lb.
Camera 75 gb 2 lb.
Camera film 15 gb —
Candl e 1 c b 1/10 lb.
Case (crossbow bolt) 1 gb. 1 lb.
Case (for map or scroll) 1 gb 1 lb.
Chain (10 feet) 5 gb 5 lb.
Chalk (1 piece) 1 c b —
Chemistry kit 15 gb 2 lb.
Chest 5 gb 25 lb.
Climber’s kit 25 gb 12 lb.
Clipboard 5 sb 1 lb.
Clothes, comm on 5 sb 3 lb.
Clothes, formal 5 gb 4 lb.
Clothes, fine 15 gb 6 lb.
Clothes, traveler’s 2 gb 4 lb.
Cloud seeds, normal 15 gb —
Cloud seeds, storm 35 gb —
Coffer 2 gb 10 lb.
Component pouch 25 gb 2 lb.
Consecration kit 15 gb 3 lb.
Crowbar 2 sb 5 lb.
Disguise kit 25 gb 8 lb.
Druidic Focus
Sprig of mistletoe 1 gb —
Totem 1 gb —
Wooden Staff 5 gb 4 lb.
Yew Wand 10 gb 1 lb.
Duct tape 1 gb 1 lb.
Fire proximity suit 150 gb 25 lb.
Fireproof boots (4) 15 gb 8 lb.
Fishing tackle 1 gb 4 lb.
Flask /Tankard 2 cb 1/10 lb.
Folding chair 15 gb 3 lb.
Gaming set — —
Baseball gear 2 gb. 4 lb.
Basketball 1 gb. 2 lb.
Board game 1 gb. 2 lb.
Dart set 2 gb. 2 lb.
Dice set 1 sb. —
Hockey gear 3 gb. 5 lb.
Hoofball gear 3 gb. 5 lb.
Playing cards 1 gb. —
Soccer ball 1 gb. 1 lb.
Goggles 20 gb 1 lb.
Grappling hook 2 gb 4 lb.
Hammer 1 g b 2 lb.
Hammer, sledge 2 g b 10 lb.
Handbag 1 gb 1 lb.
:ealer’s kit 5 gb 3 lb.
Herbalism kit 10 gb 2 lb.
Holy symbol
Amulet 5 gb 1 lb.

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Emblem 5 gb —
Reliquary 5 gb 2 lb.
Holy water (flask) 25 gb 1 lb.
Horseshoe magnet 50 gb 2 lb.
Hourglass 5 gb 1 lb.
Hunting trap 5 gb 25 lb.
Ink (1 ounce bottle) 2 gb —
Ink pen 2 c b —
Instant disguise 25 gb —
Investigation kit 10 gb 3 lb.
Itching powder 50 gb. 1/10 lb.
Jeweled accoutrements 100 gb —
Jug /Pitcher (Gallon) 2 cb 9 lb.
Ladder (10 -foot) 1 sb 25 lb.
Lamp 5 sb 1 lb.
Lantern 5 sb 1 lb.
Lantern , bullseye 10 gb 3 lb.
Lantern, firefly 2 gb 2 lb.
Lantern, hooded 5 gb 2 lb.
Lead Cuff 50 gb 6 lb.
Life Vest 10 gb. 3 lb.
Lighter 10 gb —
Lock ( basic, DC 1 8) 5 gb 1 lb.
Lock (good, DC 22) 25 gb 1 lb.
Lock (strong, DC 2 6) 125 gb 2 lb.
Magnifying glass 25 gb 1 lb.
Manacles 2 gb 6 lb.
Matchbook (12 matches ) 2 gb —
Megaphone 5 gb 2 lb.
Mess kit 2 sb 1 lb.
Microscope 250 gb 2 lb.
Mirror, steel 5 gb ½ lb.
Musical instrument 5 gb 3 lb.
Accordion/Concertina 25 gb. 4-10 lb.
Appleloosan instruments 2 gb. 4 lb.
Bagpipes 30 gb. 6 lb.
Brass instrument 25 gb. 4-7 lb.
Drum 6 gb. 3-10 lb.
Flute 10 gb. 1 lb.
Harmonica 2 gb. 1 lb.
Pan Flute 12 gb. 2 lb.
Piano /Harpsichord 150 gb. 300+ lb.
Reed instrument 20 gb. 1-10 lb.
Stringed instrument 30 gb. 2-4 lb.
Tambourine/Maracas 1 gb. 1 lb.
Tuba 35 gb. 20 lb.
Navigator’s tools 25 gb 2 lb.
Notebook 1 gb ¼ lb.
Notepad 5 sb —
Oil (1 pint flask) 1 sb 1 lb.
Paper (10 sheets) 2 sb —
Parchment (10 sheets) 1 sb —
Pencil 1 sb —
Perfume/Cologne 5 gb 1 lb.
Photographer’s kit 20 gb 3 lb.
Pick, miner’s 2 gb 10 lb.
Piton (10) 5 sb 5 lb.
Poison, basic (vial) 100 gb —
Poisoner’s kit 50 gb 2 lb.
Pole (10 -foot) 5 cb 8 lb.
Pot, iron 2 g b 10 lb.
Potion of healing 50 gb ½ lb.
Pouch 5 s b 1 lb.
Quiver 1 gb 1 lb.
Ram, portable 4 gb 35 lb.
Rations (1 day) 5 sb 2 lb.
Robes 1 gb 4 lb.
Roller skates (4) 10 gb 4 lb.
Rope, hemp (50 feet) 1 gb 10 lb.
Rope, silk (50 feet) 10 gb 5 lb.
Sack , burlap 1 cb ½ lb.
Saddlebags (pair) 2 gb 5 lb.
Scale, merchant’s 5 gb 3 lb.
Sealing wax 5 sb 1 lb.
Shovel 2 sb 5 lb.
Signal whistle 5 c b —
Signet ring 5 gb —
Slide rule 5 gb 1 lb.
Smoke bomb 25 gb —
Sneezing powder 50 gb. 1/10 lb.
Snowshoes 5 gb. 4 lb.
Soap 2 cb 1 lb.
Spellbook 50 gb 5 lb.
Spike, iron (10) 1 gb 5 lb.
Spyglass 75 gb 1 lb.
Sugar pine glue 25 gb 2 lb.
Suction cup shoes (4) 10 gb 12 lb.
Suitcase 2 gb 5 lb.
Sunglasses 25 gb —
Tape measure 5 gb 1 lb.
Telescope 150 gb 5 lb.
Tent 2 gb 20 lb.
Tent, Commander’s 20 gb 75 lb.
Tent, Pavilion 75 gb 200 lb.
Thieves’ tools 25 gb 1 lb.
Tinderbox 5 sb 1 lb.
Tome 25 gb 5 lb.
Torch 1 cb 1 lb.
Toxic environment suit 150 gb 20 lb.
Tripod, metal 5 gb 2 lb.
Tripod, wood 5 sb 4 lb.
Umbrella saddle 5 gb 3 lb.
Vehicles — —
Air vehicles — —
Sea vehicles — —
Vial 1 gb —
Waterskin 2 sb 5 lb. ( full)
Whetstone 1 cb 1 lb.
Zoom lens 250 gb 1 lb.

Antitoxin: This herbal concoction boosts the body’s
ability to fight off poison. For 30 minutes after drinking, the
user has advantage on saves to resist or remove the
poisoned condition, and reduces poison damage taken by
2.
Appleloosan Instruments: The jaw harp, washboard,
cowbell, and clay jug are all commonly associated with
Appleloosan country and mountain music.
Balloon: Rubber balloons come in a variety of sizes
and shapes. When inflated, they f loat into the air because
shut up. Small balloons take 3 rounds to inflate to 1 foot in
diameter, and can lift 5 pounds. Medium balloons take 1
minute to inflate to 2 feet in diameter and can lift 40
pounds. Large balloons take 3 minutes to inflate to 3 fe et in
diameter and can lift 135 pounds.
Banana: In addition to their nutritional value, Banana
peels are great to slow down a pursuer. A large -sized or
smaller creature that moves over a banana peel must roll a
DC 12 Dexterity save. On a success, the banan a peel
remains for the next victim. On a failure, they move the
remainder of their movement in a straight line in the same
direction they were traveling. They then must roll a DC 1 5
Dexterity (Acrobatics) check or fall prone. Creature s that
use five extra feet of movement to cross the peel’s space
have advantage on the save .
Basket: A bushel basket is the perfect size for catching
and hauling apples or other cro ps, holding roughly 30
pounds. A picnic basket is a bit smaller, holding around 5
pounds.
Book: Prices given are for blank books. Finished books
vary in price from double the price of a blank to over 50
times, depending on the rarity or usefulness of the subject.
Camera: A standard film camera. Needs rolls of film to
operate . Anyone can take photos wi th a camera, but in

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order to develop the film you need proficiency with the
Photographer’s Kit . Comes with a neck harness to allow
quadrupeds to use it by biting down on the shutter button.
Camera Film: A roll of camera film can take 24 photos.
You need a camera development kit and dark room to
develop photos.
Chemistry Kit: This kit contains raw chemicals and a
variety of instruments, like eyedroppers, a mortar and pestle,
pouches and vials used by chemists to create alchemical
concoctions. Proficiency wi th this kit lets you add your
proficiency bonus to any ability checks you make to create
chemicals. If you have proficiency with a chemistry kit, you
can also use it to craft acid, alchemist’s fire, smoke bombs,
and other such items. You must have raw mate rials worth half
the item’s market price and spend one hour crafting the item.
Coffer: This small chest can hold about 3 cubic feet or 75
pounds of goods.
Consecration Kit: This kit contains a variety of religious
implements and a holy book sacred to a spe cific religion.
Proficiency with this kit lets you add your proficiency bonus to
any ability checks you make in the course of carrying out a
religious ceremony. If you have proficiency with the
consecration kit, you can also use it to craft holy water. You
must have raw materials worth 12.5 gb and spend one hour
crafting it.
Clipboard: A sturdy wooden board with a metal spring
clip to hold a notebook or notepad secure. If proficient with
the clipboard, you have advantage on Charisma ( Deception,
Intimidation , and Persuasion) checks when trying to deceive
or persuade members a large organization, low -ranking
employees of a business, and the like (usually by tricking them
into thinking you are some sort of inspector or auditor).
Cloud Seeds, Normal: Upon casting these grains of dust
into the air up to 50 feet away, a 30 -foot wide, 10 -foot thick
cloud springs into existence. The area within the cloud is
lightly obscured . A creature with the cloudwalking ability can
interact with it like any normal clou d. If coaxed into raining, it
produces about 1/4” of rain over the area over the course of
15 minutes. =f captured, that’s about 440 gallons. The cloud
moves with the prevailing winds, if present. If left alone, it
rains itself out on its own after 1d4+1 h ours.
Cloud Seeds, Storm: Like normal cloud seeds except the
cloud is 50 feet wide, 20 feet thick, and produces ½” of rain
over the area over 30 minutes (approximately 5,000 gallons).
The cloud also produces lightning and thunder. Any creature
within 25 fe et of the cloud has a 10% chance each round of
being struck by a small lightning bolt, dealing 3d6 lightning
damage (DC 12 Reflex save for half).
Duct Tape: Despite all evidence to the contrary, this item
is, in fact, non -magical. Comes in a 100 -foot roll.
Fire Proximity Suit: This insulated, silvery suit protects
the wearer from extremes of temperature. If the wearer takes
fire, lightning, or radiant damage, they ignore the first 5
points. Each time the wearer takes piercing or slashing
damage, the protect ion is reduced by 1 point until the suit is
destroyed. The suit is bulky, reducing your speed by 10 feet,
limiting your Dexterity bonus to AC to +2, and giving you
disadvantage on attack rolls, Dexterity checks, and Dexterity
saving throws. An environmenta l suit cannot be worn with
medium or heavy armor.
Fireproof Boots: These heavy black boots let you ignore
the first 2 points of damage each time you take fire damage
from hot ground.
Folding Chair: Pressing a button on this small rectangular
package causes it to pop out into a full -sized chair. If
proficient you can add your proficiency bonus to any checks
made to tame wild animals.
Goggles: Despite claims to the contrary, goggles grant a
+2 bonus to any saving throw against an effect that would
blind you.
Handbag: A small purse with a long strap is worn by
some of the upper -class ladies of Manehattan. Those from
famous designers can go for dozens or even 100 bits or more.
Healer’s Kit: This kit contains bandages, alcohol, salves,
mild painkillers, and splin ts. The kit has ten uses. As an action,
you can expend one use of the kit to stabilize a creature who
has 0 hit points without needing to make a Wisdom
(Medicine) check. A proficient user can also expend one use
to let each character in the party recover o ne additional Hi t
Die at the end of a long rest. A user proficient in both the
Medicine skill and the :ealer’s Kit may be able to alleviate
other symptoms, at the DM’s discretion.
Herbalism Kit: This kit contains a variety of
instruments, like clippers, mortar and pestle, pouches and
vials used by herbalists to create remedies and potions.
Proficiency with this kit lets you add your proficiency bonus
to any ability checks you make to concoct herba l mixtures
and infusions. If you have proficiency with an herbalism kit,
you can also use it to craft antitoxin and potions of healing.
You must have raw materials worth 25 g b and spend four
hours crafting the item.
Horseshoe Magnet: Smaller than an actual horseshoe,
this 4 -inch magnet sticks to ferrous metallic objects with a
pull equivalent to 5 pounds. Larger and/or more expensive
magnets exert more pull.
Instant Disguise: Wearing these black glasses, fake
nose, and thick black moustache you receive a +2 bonus to
Charisma (Deception) checks made to hide your identity.
Investigation Kit: Contains 200 feet of crime scene
tape, several tweezers, a small blacklight, plastic evidence
bags, a notepad and pencils, a 25’ tape measure, 10 pieces
of chalk, and hoofprint casting supplies. A proficient user
has advantage on Intelligence ( Investigation ) checks to
search an area for a hidden creature or object, or other
evidence.
Jeweled Accoutrements: A stunning jeweled outfit
adds a +1 bonus to your Charisma (Intimidat ion or
Persuasion) checks.
Lantern, Firefly: A firefly lantern contains a small
reservoir of nectar which attracts fireflies. Leaving it
outside for an hour at dusk will attract enough fireflies to
create b right light in a 15 -foot radius and dim light in a 30 -
foot radius. The fireflies should then be released within 12
hours.
Lead Cuff: A special metal cuff lined with magic -proof
lead, when wrapped around a unicorn’s horn (or another
spellcaster’s wrist or o ther extremity) prevents them from
casting spells until it’s removed.
Life Vest: This foam -filled vest keeps the wearer’s
head above water when swimming. You can’t dive
underwater, but you don’t have to roll checks to avoid
drowning while wearing a life vest. Creatures who try to
pull you underwater have disadvantage on any attempts
they make to do so. A life vest has no effect if you’re
wearing medium or heavy armor, and you have
Weight Limits (Encumbrance)
For convenience, the D&D rules for simple weight
tracking are as follows:
Carrying Capacity: Multiply your Strength score by
15 to determine the amount of weight (in pounds)
that you can carry. Clydesdales, large creatures, and
certain other characters who take the appropriate
abilities can carry more than this amount.
Push, Drag, and Lift: You can push, drag, or lift an
object that weighs up to 30 times you r Strength score.
While doing so, your speed is reduced to 5 feet.
Harnessed vehicles such as carts and wagons make
hauling extra gear (and treasure) much easier. See the
rules for harnessed vehicles.

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disadvantage on Dexterity checks and Dexterity saving throws
while wearing one.
Lighter: Essentially a Zippo lighter. Takes one hand or
two hooves to light, u sing your action.
Matchbook: A bit larger than matches humans are used
to, matches are about 4” long so that an equine can grip them
with their teeth. Lighting a fire with a match takes your
action.
Megaphone: This device amplifies your voice, allowing
you to be heard up to five times further away than normal.
Notebook: A flimsy book of parchment sheets for
keeping temporary notes. Usually bound with a thin spiral
wire and ruled with narrow blue lines. Has 100 pages.
Notepad: A smaller version of a notebook . Usually spiral
bound on its narrow dimension. Used mostly for shopping
lists and for taking notes by investigators and reporters.
Photographer’s Kit: Contains the chemicals and
equipment that a user proficient in the camera needs to
develop film, as long as they have a dark room in which to
work. One kit can develop about 150 photos before it needs
to be replaced. Also includes accessories such as a 30’ shutter
trigger bulb, lens filters, and tools to maintain the camera.
Pencil: The typical wooden #2 pen cil. Has an eraser on
the end. usually used for informal or day -to-day writing and
rough drafts. Most writers prefer ink for final copies. Extra -
sturdy for mouth -grippers.
Roller Skates : =f you’re proficient in them, a set of roller
skates increases your walk speed by 10 feet on smooth floors,
streets, and sidewalks. On other terrain, your speed is
reduced by 20 feet. It takes one minute to put on a set of
roller skate s, and two actions to remove them.
Saddlebags (Pair): A set of saddlebags, worn across th e
back with one hanging on either flank of a quadruped. Each of
the two bags can carry about 1 cubic foot or 15 pounds of
gear. Saddlebags are the alternate to a humanoid’s backpack.
Scale, Merchant’s: A merchant’s scale includes a small
balance, pans, and a suitable assortment of weights up to 2
pounds. With it, you can measure the exact weight of small
objects, such as raw precious metals or small trade goods, to
help determine their worth. If you are proficient with the
merchant’s scale, you can use the exact amount of raw
materials necessary when crafting mundane consumable
items (acid, alchemist’s fire, cloud seeds, healing potions, holy
water, smoke bombs, and the like), allowing you (or your
friend) to craft them using raw materials worth 40% of the
item’s market price, rather than 50%.
Slide Rule: This deceptively simple device has one or
more plastic rods that can be slid back and forth. Each is
engraved with markings that let you quickly perform complex
calculations. If proficient, you can perform a wide range of
mathematical operations.
Smoke Bomb: This hard black pellet, when thrown (30
foot range) creates a cloud of smoke 20 feet across. The area
within the cloud is heavily obscured until the end of your next
turn, and lightly obscured until the end of your next turn after
that.
Snowshoes: A set of snowshoes reduces your walking
speed by 5 feet, but you can ignore difficult terrain that’s
caused by snow or ice.
Spyglass: This item supersedes the version found in the
D&D rules, because optical lens es are relatively common in
Equestria. A spyglass allows you to see five times further than
normal.
Suction Cup Shoes: Wearing a set of these shoes halves
your speed, but if you’re size medium or smaller they also let
you walk up walls and across ceilings. They will only work on
smooth walls like varnished wood, drywall, plaster, or dressed
stone. Natural stone, brick, unfinished wood and similar
surfaces are too rough. Each round at the end of your turn
while stuck to a wall or ceiling with these shoes the re is a 10%
chance the shoes release, causing you to fall. Anyone
attacking you while you wear these shoes has advantage, and
you have disadvantage on Dexterity checks and saves.
Suitcase: The typical traveling bag can hold about 3 cubic
feet of clothing, or 50 pounds. Larger and smaller variants are
available.
Sunglasses: These black or mirrored shades give you a +2
bonus to Charisma (Deception) skill checks, but add a -2
penalty to Intelligence ( Investigation ) and Wisdom
(Perception) skill checks when wor n indoors or outdoors at
night.
Tape Measure: This highly useful item is a tightly -coiled
metal tape that extends up to 25 feet from its holder, and
automatically coils itself up again when no longer needed.
Telescope: Astronomical telescopes vary greatly in size
and quality. There are no specific rules for them at this time.
The stats given are for a beginner model.
Tent: A basic tent sleeps two. A commander’s tent sleeps
about 10 normal people or one fashionista. A pavilion tent
has no walls and is usuall y set up to provide shade for
outdoor activities. =t’s roughly 20 feet by 50 feet.
Toxic Environment Suit: This sealed plastic suit protects
the wearer from icky things like disease and vampire fruit
bats. If the wearer takes acid, necrotic, or poison dama ge,
they ignore the first 5 points. Each time the wearer takes fire,
piercing, or slashing damage the suit is breached, reducing
the protection 1 point until the suit is destroyed. If the
wearer is exposed to a disease, an undamaged suit
prevents the infec tion 100% of the time, reduced by 20%
for each time the suit has been breached. The suit is bulky,
reducing your speed by 10 feet, limiting your Dexterity
bonus to AC to +2, and giving you disadvantage on attack
rolls, Dexterity checks, and Dexterity savin g throws. An
environmental suit cannot be worn with medium or heavy
armor.
Tripod: A camera tripod helps improve your photo
quality by steadying the camera. A wooden tripod’s three
legs folds down into a package the size of a baseball bat,
while a telescop ing metal tripod collapses into a package
about half that size and is lighter.
Umbrella Saddle: This handy device lets a quadruped
benefit from an umbrella without needing to grip it with
their teeth.
Zoom Lens: This camera attachment lets you magnify
the photo subject up to 5 times its original size, although
it’s harder to get a steady picture without a tripod.

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Special Components & Materials
Equestria is full of magical plants, monsters, and natural phenomena that produce
mater ials that are useful for crafting mundane or magical items, or directly useful as
magical spell components. The items that appear below (when they didn’t appear in the
show or comics) are taken from the author’s standard D&D game, but would fit right into
Equestria’s lore.
Crafting Materials
Each has a particular skill or tool applicable which assists in identifying and harvesting
the materials (noted after the item’s name) , but other effects vary per item. If the
harvestable amount is variable, characters with the appropriate skill or tool proficiency
have advantage on the roll for the amount harvested and can apply their proficiency bonus
to any checks required to harvest the material.
Ankheg Shell (Smith’s Tools, Leatherworker’s Tools ) - An adult ankheg’s shell can be
cleaned and used in the production of scale mail, breastplate, half plate, splint, or plate
armor. 5d8x5 pounds of shell can be recovered from each large -sized adult (a process
requiring 2 hours, divided by the number of harvesting characters ). Each pound of shell is
worth 5g toward the crafting cost of any of the above armor types, or can be sold for 1g in
moderate -sized towns with an armorer. Armor made of at least 50% ankheg shell is 20%
lighter than normal.
Carrion Crawler Slime (Poisoner’ s Kit ) - The tentacles of a carrion crawler secrete a
poisonous slime that weakens and eventually paralyzes living creatures on contact, though
it evaporates quickly. A freshly -slain carrion crawler’s gland is intact 50% of the time and
can be harvested. A successful DC 15 Dexterity (Survival or poisoner’s kit) check yields 1d3
doses. If the check fails by 5 or more, the harvesting character must roll a DC 10
Constitution saving throw or take 1d4 poison damage and become poisoned. The save can
be repeated e ach round. Carrion Crawler slime follows the same rules as basic poison on
page 153 of the Player’s :andbook, except it can also be applied to bludgeoning weapons.
Targets failing the saving throw are also poisoned and can repeat the saving throw each
roun d to remo ve the condition . A dose keeps for 1 year if sealed, and is worth 150gp.
Roper Strands (Nature) - When soaked in alcohol overnight, each rubbery strand from
a roper can be used as rope. Each 50’ length weighs 5 lb., has 10 hit points, resists all
damage, and can only be burst with a DC 20 Strength check. 1d4+2 usable strands can be
harvested from each adult roper. Strands can be fused end -to-end over a campfire.
Wyvern Hide (Leatherworker’s Tools) - One of the finest leathers available, wyvern
hide is durable yet supple. An adult, properly skinned (a process requiring 4 hours divided
by the number of assistants) yields 3d4x10 lb. of raw hide which can be tanned at a
tannery. Raw hide can be sold for 1g per pound; finished hide for 5g per pound. Leat her,
studded leather, or hide armor made from wyvern hide weighs 3 lb. less than normal. Any
item made from wyvern hide has advantage on any checks or saves it must make to resist
damage. Wyvern hide is the preferred material to use when crafting magical l eather
armors.
Wyvern Venom (Poisoner’s Kit, Nature) - One of the most deadly natural substances,
wyvern venom is injected in massive doses when the beast attacks with its tail stinger.
When harvested and applied to a weapon it still has a powerful effect and is prized by
assassins. Successfully harvesting wyvern venom requires a DC 12 Dexterity check. A
failed check might result in accidental exposure if the character has injuries (DM’s
discretion). A successful harvest of an adult yields 1d8+2 doses. Wyve rn venom follows
the same rules as basic poison on page 153 of the Player’s :andbook, except its save DC
is 15 and the poison damage dealt is 2d6. A dose keeps for 1 year if sealed, and is worth
200gp.
Consumable Components
The following consumable compone nt items follow a common set of rules. Most
must be used within a set amount of time or they lose their effect. This is referred to as
the potency time. Using multiple doses of each component has no cumulative effect.
When gathering the components, a chara cter trained in the appropriate tool has
advantage on the number of items collected.
Some components can be preserved for later use. This usually takes 1 hour and a
campfire (multiple items of the same type can be preserved at the same time ; just roll a
separate check for each dose. A character trained in the listed skill can add their
proficiency bonus on all checks to utilize or preserve the components.
Ashvine (Herbalist’s Kit) - This hard, thorny vine grows near the edges of lava floes
and geothermal h ot spots. It is incredibly resistant to fire and thrives on heat that would
kill any other plant. It produces smal, dry,l yellow -to-orange thistle -like blossoms in
bunches of 5d4+5. For each blossom used as a component when casting a spell that
deals fire damage, the caster can re -roll one damage die that is 2 or lower. For each
blossom used as a component to cast a spell that protects against fire, the protection
lasts 1 additional round after the spell would normally end. Potency: 24 hours.
Preservation: Intelligence, DC 10 (per flower). Market price: 10g (dried).
Bilewort (Herbalist’s Kit) - This hardy aquatic plant grows in the acidic waters of
peat bogs, the alkaline waters of fens, as well as in hot springs. It grows in clusters of
long, ropy stalks. =ts flowers protrude from the water’s surface, and each clump
produces 5d4+5 foul -smelling, greenish -yellow seeds. For each seed used as a
component when casting a spell that deals acid damage, the caster can re -roll one
damage die that is 2 or lower. For each seed used as a component to cast a spell that
protects against acid, the protection lasts 1 additional round after the spell would
normally end. Potency: 24 hours. Preservation: Intelligence, DC 10 (per seed). Market
price: 10g (dried).
Star Lily (Her balist’s Kit) - This white lily only blooms at night, and glows brightly in
moonlight. It grows in areas of strong natural magic in bunches of 1d4+1 flowers. When
a flower is used as a component to cast a spell, targets have -1 to any saving throw made
aga inst the spell’s effects and you have +1 to attack rolls for any attacks made as a part
of the spell’s effects. Potency: 1 hour. Preservation: =ntelligence, DC 15 (per flower).
Market price: 75g (dried).
Echoing Foxgloves (Herbalist’s Kit) - This plant is nearly identical to common
foxglove plants, although the bell -shaped flowers are rigid and seem to echo nearby
sounds. They grow in areas with strong ties to fey creatures or fey crossroads, in stalks of
2d4+2 flowers. When a flower is used as a component to cast a spell that has a duration
of concentration, the spell lasts one additional round longer after your concentration is

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interrupted. Potency: 3 hours. Preservation: Intelligence, DC 15 (per flower). Market price:
50g (dried).
Blood Rose (Herbalist’s Kit) - This plant looks much like a common rose bush,
although its flowers are such a dark red that they are nearly black. It grows spontaneously
in areas where tragedy struck or large battles were fought. One bush has 3d4+2 flowers. A
creature consuming t he petals of one flower (1 action) immediately regains 1 HP, and then
regains 1 additional HP per Hit Die they spend in the next hour. Potency: 2 hours.
Preservation: Intelligence, DC 12 (per flower). Market price: 10g (dried).
Stoneroot (Herbalist’s Kit, Alchemy Supplies) - This small plant looks similar to a small
carrot plant, although its leaves and tuber have a grayish pallor. It grows in marshy areas
where there is significant mountain runoff in patches of 1d6+2 plants. Starting ten minutes
after the bitter root is consumed (1 action), the creature gains a +1 bonus to Constitution
saving throws against poison, and reduces any poison damage taken by an amount equal to
their proficiency bonus for the next 24 hours. Potency: 10 days. Pr eservation: Intelligence,
DC 10 (per root). Market price: 5g (pickled).
Rime Lichen (Herbalist’s Kit) - This small, bushy fungus is similar to the lichens that
grow in mountainous or arctic regions, except for its white or blue hue. It grows in areas of
extreme cold, typically on rocks near glacial floes or arctic seas. One patch contains 5d4+5
tufts. For each tuft used as a component when casting a spell that deals cold damage, the
caster can re -roll one damage die that is 2 or lower. For each tuft used as a component to
cast a spell that protects against cold, the protection lasts 1 additional round after the spell
would normally end. Potency: 24 hours. Preservation: Intelligence, DC 10 (per tuft). Market
price: 10g (dried).
Violet Fungus Slime (Alchemy Su pplies) - The tendrils of a violet fungus have the
ability to produce a necrotic slime that rapidly decays living plant and animal matter. Each
fungus produces enough material for 1d4 doses. When preserved, a dose can be applied to
a weapon or 3 pieces of ammunition, allowing it to deal 1d4 additional necrotic damage for
up to 5 attacks (Constitution save DC 10 negates). Potency: 4 hours. Preservation:
Intelligence, DC 10 (per dose). Market price: 50g (bottled).
Crafting Rules
The standard D&D rules for cr afting items result in a very slow pace. For some
campaigns, this is fine. If the GM wants to allow players to do things at a faster pace,
however, the rules below can be used. First the official rule is presented for comparison,
and then some alternate ru les.
Standard Crafting Rule s
Each day, characters proficient in a relevant tool can convert 2.5g worth of raw
materials into 5g worth of finished goods (or make 5g worth of progress toward the market
price of a more expensive item). Each assistant also tra ined in the same tool can contribute
identical progress. For example, a trained smith making a 25g sword takes 5 days and 12.5g
worth of materials. Two trained smiths could make a 25g sword in 2.5 days at a cost of
12.5g worth of materials. While doing thi s, they can still maintain a modest lifestyle for
free, or a comfortable lifestyle at half price.
Alternate Crafting Rules
Expedited Crafting: The crafter can use premium materials to rush the process.
Each day they can make progress equal to 5g times thei r proficiency bonus. In exchange,
they consume materials equal to ⅔ that amount (round to the nearest gp). For example,
a character with a +3 proficiency bonus can craft 15g worth of material per day at a cost
of 10g.
Untrained Assistants: Each untrained assistant (maximum 4) increases the master
crafter’s proficiency bonus by 1 for the above calculations. For example, the above
character with two untrained apprentices has an effective +5 proficiency bonus and can
craft 25g worth of material per day at a c ost of 17g.
Trained Assistants: Each trained assistant can contribute at either the normal rate
or the expedited rate, and can also benefit from untrained assistants.
Batch Crafting: Up to 5 identical items can be produced at the same time with no
time inc rease. Instead, only the material cost increases. For example, an herbalist with a
+3 proficiency bonus and 2 untrained apprentices can brew three 50g healing potions
simultaneously, spending 51g (17 x 3) per day for two days (25g progress towards each
of the three potions costs 17g each day).
Rush Crafting: Focusing on a single item (and putting in 15 -hour days), a crafter can
forego all frugality and make daily progress of up to 25g times their proficiency bonus,
expending materials equal to 120% of the p rogress. A character with a +2 proficiency
bonus could craft a 50g healing potion in one day at a cost of 60g. A character with a +4
proficiency bonus and 2 untrained assistants could make 150g worth of progress toward
an expensive item each day at a cost of 180g.

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Magical Technology
=t’s been stated that electricity as we know it doesn’t exist in the world of My Little
Pony. Yet frequently, we see items which, in our world, would be electric: light bulbs, hair
dryers, turtle (tortoise) -sized helicopter blades, even record players and speakers. In the
case of Flim and Flam’s Super -Speedy Cider Squeezy 6000 we are shown that they use their
magic to directly power the machine. =t’s been often stated and assumed that other
devices which appear to be electric operate in a similar fashion. F or a roleplaying game the
existence of such should be explored. The Arcanium economy is the method by which
MLP45E explains such devices.
A Little Background
4th edition Dungeons & Dragons popularized the idea of residuum , which is similar to
the enchantin g materials in games like World of Warcraft . Residuum is a glowing magical
dust which remains behind after magic items are disenchanted. It can also be created from
other, non -magical components by ritual spellcasters with the appropriate incantations.
Ess entially, residuum was the currency used for creating magic items. When a character
created a magic item, it was assumed that their non -magical components were converted
into residuum and that was used to power the item creation process.
Arcanium in MLP45E
Since we want to explore how technological devices function in Equestria without
resorting to electricity, I based Arcanium on the 4th edition D&D’s residuum. Arcanium in
MLP45E is an actual element, one that is naturally magical. It grows in crystal form in areas
that are highly magical in nature, such as portals to the fey realms, planetary ley lines, or
wherever else you choose. In fact, you could say the Tree of Harmony below the Palace of
the Two Sisters is infused with pure Arcanium crystals. =t’s th e Equestrian version of classic
Star Trek’s dilithium crystals. They’re magical batteries. The larger the crystal, the larger its
potential “magical current” is. Devices which are powered by Arcanium crystals have a
small chamber in which a crystal is inse rted. Tiny devices such as Tank’s helicopter harness
have an appropriately -sized chamber, while larger devices like the Super Speedy Cider
Squeezy 6000 have barrel -sized chambers.
Forms of Arcanium
Arcanium is found naturally in crystalline form, where it appears as a brilliant blue -
white crystal which glows faintly and has a rainbow -hued luster. Sometimes they grow
inside other rocks, like a geode. Other times they grow directly from area that is
particularly magical. Arcanium crystals can be removed from one device and moved to
another, and those skilled in Arcana can transfer magic from one Arcanium crystal to
another. When all the magic is drained from a crystal it turns gray and becomes inert,
although it can always be recharged later. Arcanium can be powdered into dust when the
application requires, although dust can’t be recharged once it is spent. Many magical
potions and oils have Arcanium dust mixed in, where it dissolves as it imbues its mag ical
power into the liquid.
Rules & Terminology
Sizes: Each Arcanium crystal holds a number of “charges” of magic power. The
more charges a crystal can hold, the larger it is. A crystal that can hold a single charge is
roughly the size of a marble, while one that could hold a thousand charges is as tall as a
pony and quite rare. An average -sized crystal holds about 2 -3 charges and is roughly 3
inches long by 1 inch around. =t’s rumored that alchemists can artificially create smaller,
more energy -dense crys tals.
Nomenclature: A crystal will be referred to with its current number of charges and
maximum number of charges. For example, a fully -charged 10 -charge crystal is an
Arcanium crystal (10/10) . When drained by half its charges, it will be an Arcanium
crys tal (5/10) . An inert crystal is an Arcanium crystal (0/10). Arcanium dust is simply
referred to with a gb value ( Arcanium dust worth 10gb ).
Valuation: A fully -charged crystal is worth 10 gb per charge. A character can
determine the charges remaining by at tempting a DC 10 Intelligence (Arcana) check. On
a success, they know the number of charges remaining and the maximum number of
charges. On a failure, the GM gives the player a number that is off by 1 or 2 (either high
or low).
Recharging: Once per day a u nicorn or other character who can wield arcane magic
can attempt to restore charges to an Arcanium crystal. As their action they roll a DC 12
Intelligence (Arcana) check and zap a crystal within 20 feet. On a success, they can
sacrifice up to half their re maining Hit Dice and restore an equal number of charges to
the crystal. This takes one round per charge restored. On a failure, no charges are
restored and they take 1d4 damage and lose one Hit Die in a magical backlash. Since this
is so taxing, most unico rns don’t do it lightly. =t’s rumored that evil unicorns in the past
discovered a means of draining magic from any race of pony or other magical creature,
but such dark magic is (hopefully) lost to time.
Transferring Charges: A unicorn or other character w ho can wield arcane magic can
attempt to transfer charges from one crystal in their possession to another. As their
action they roll a DC 12 Intelligence (Arcana) check. On a success, they can transfer any
number of charges from one crystal to the other (u p to the maximum it can hold). On a
failure, one charge is lost from the source crystal and the destination crystal regains no
charges.
Drained Crystals: Once a Arcanium crystal runs out of charges, it turns gray and
stops glowing. A drained crystal is onl y worth 10% of the value of a charged crystal
(roughly 1 gb times the maximum number of charges).
Power Level: Each device uses magic power at its own efficiency level. Heavy
machinery and items which create a lot of heat draw power faster than smaller, le ss
energy -intensive items. Every device’s charge consumption is up to the GM to
determine, but use the items below as a guideline.
The Arcanium Economy: Arcanium crystals and dust can be bought and sold easily
in most markets in larger cities. Smaller town s like Ponyville might have a handful
merchants who offer them for sale (or offer recharging services) so they are generally
not difficult to acquire. Most ponies who aren’t proficient in Arcana simply call Arcanium
crystals “magic crystals” and Arcanium d ust “magic dust.” Since they glow, it’s fairly easy

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for the average pony to tell whether arcanium is fake or inert, although determining the
exact number of charges is a little more difficult<
Arcanium -Powered Devices
Devices powered by Arcanium crystals a nd dust are collectively known as artifice and
the designers and builders of such devices are specialized scientists and engineers known
as artificers . Artificers don’t have to be unicorns. =n fact, some consider Doctor :ooves, an
Earth pony, to be Ponyvil le’s most talented artificer.
Most items of artifice are toys for the wealthy. The majority of citizens get along fine
with the mundane versions of these devices (hoof -cranked phonographs, wood -burning
stoves, clothes irons, firefly lanterns, sewing machin es, washtubs/washboards, and the
like). Most middle -class families eventually save up enough money (over several years) to
afford a refrigerator, an oven, and a water heater, as these provide the most value for their
day -to-day lives. Well -funded construct ion contractors often have a number of artifice
tools on the job site, and many professionals invest in an artifice device or two that is
useful for their trade.
The list of items Equestria does not yet possess the technology for includes:
telephones, rad ios, televisions, portable music players ( Walkman /iPod ), and magnetic data
storage of any kind. Computers do exist, but they would be room -sized monstrosities like
those Twilight used in her attempt to study Pinkie Sense. They would run off punch cards
and display output on paper tape rather than a video screen. Button Mash’s video games
and Sapphire Shores’ bodyguard’s earpiece are odd anachronisms that =’m going to choose
to ignore, but you can always provide your own pricing and stats for them if you wis h.
The Mundane, The Magical, and Artifice
=t’s important to note the difference between mundane items, magical items, and
artifice. Mundane items are every day , non -magical items. A simple hacksaw, a manually -
cranked drill, suction -cup shoes, and an icebox are all mundane items. Even items such as a
potion of healing, holy water, or alchemist’s fire are mundane.
Magical items are entirely supernatural in nature. They derive their power purely from
their magic. The Elements of Harmony, a Ring of Feather Fall ing, or a Mace of Disruption
are all magical. They do not rely on their mundane parts for any of their functionality.
Magical items are the most costly of all items, energy -wise.
Items of artifice are a blend of the two. They have mundane parts, but are dr iven by a
magical power supply which energizes them. A light bulb’s filament, an oven’s heating coils,
a drill or saw’s motor coils are all artifice because they produce work via a combination of
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
weight, better efficiency or more features are up to the GM to create, and should be priced
50% to 200% higher.
Items of Artifice
Item Price Weight
Aquarium 50-500 gb 10-100 lb.
Blender 40 gb 5 lb.
Blow Dryer 30 gb 2 lb.
Boat Motor 125 gb 50 lb.
Camera, Pocket 350 gb ½ lb.
Clock 35 gb 1 lb.
Drill 50-100 gb 5-50 lb.
Fan, Desk 20 gb 5 lb.
Fan, Window/Ceiling 40 gb 10 lb.
Fan, Large 60 gb 25 lb.
Flashlight 20 gb 1 lb.
Headphones 25 gb 1 lb.
Helicopter Harness 250 gb 2 lb.
Helicopter, Personal 2,500 gb 500 lb.
Horseless Carriage 1,500 gb 1,000 lb.
Iron 25 gb 1-2 lb.
Jackhammer 500 gb 50 lb.
Lamp, Desk 15 gb 2 lb.
Lamp, Ceiling 25 gb 4 lb.
Mixer Board 50 gb 5 lb.
Projector 50-150gb 15 lb.
Pump 65 gb 20 lb.
Refrigerator, Small 40 gb 75 lb.
Refrigerator or Freezer 75 gb 125 lb.
Refrigerator/Freezer 100 gb 150 lb.
Saw 75-150 gb 15-150 lb.
Sewing Machine 50 gb 50 lb.
Skillet 30 gb 4 lb.
Space Heater 50 gb 20 lb.
Speaker, Small 20 gb 5 lb.
Speaker, Medium 50 gb 15 lb.
Speaker, Large 75 gb 40 lb.
Spotlight 50 gb 5 lb.
Stove 125 gb 200 lb.
Teakettle 30 gb 3 lb.
Telegraph key (no crystal) 25 gb 3 lb.
Toaster 12 gb 5 lb.
Turntable 50-75 gb 8-12 lb.
Vacuum 50 gb 50 lb.
Washing Machine 100 gb 200 lb.
Water Heater 100 gb 150 lb.

Aquarium: An artifice aquarium includes lights, pumps, and filters necessary to
keep fish and other aquatic creatures alive and healthy. They typically range in size from
5 gallons to 100 gallons. They hold two charges and last six months per charge..
Blender: The typical multi -speed blender chops up ingredients f or cooking and
makes a great smoothie. It holds two charges and lasts six months of normal use per
charge.
Blow Dryer: A simple handheld hair dryer holds two charges and lasts for six
months of normal use per charge.
Boat Motor: An outboard motor can be us ed to propel a rowboat or small pontoon
boat at up to 25 miles per hour. It holds 5 charges and uses one charge per four hours.

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Clock: Most clocks are wound with a key or use counterweights to power them, but
artifice clocks also exists. A clock holds one charge and lasts for one year. Alarm clocks have
an integrated bell and cost 10 gb extra. Larger clocks exist and are more expensive.
Drill: A drill ranges in size from a hoof -held portable drill to a large stationary drill
press. It holds three charges an d lasts two months of normal use per charge.
Fan: The typical desk fan is about 1 foot in diameter and provides a refreshing breeze
for 1 or 2 people. A window fan could cool a whole room. A large fan circulates air across a
large room. A small fan holds o ne charge, a window fan holds two charges, and a large fan
holds three. Each lasts about one year of normal use.
Flashlight: A flashlight provides light in a 15 -foot cone and dim light in a 30 -foot cone.
Its crystal holds one charge and lasts about one yea r of normal use. Most have a soft
rubber handle for easy mouth gripping.
Headphones: Headphones are large, over -the -ear style. They all hold one charge and
last for one year of normal use.
Helicopter: Cherry Berry is the proud owner of the only helicopter in Ponyville. Like
the automobile, it’s extremely rare and expensive. A personal helicopter can carry its pilot
plus another 500 pounds of weight. A helicopter has a fly speed of 30 mph (48 k m/ h) at no
load, 25 mph (40 k m/ h) at half load, and 20 mph (32 k m/h) at full load. It flies by a complex
series of magically -assisted gears which multiply the pedaling power of the pilot many
times over. =t’s extremely fragile. Any object or creature contacting the blade will likely
destroy it and cause the helicopter t o crash. Parachutes are recommended. A helicopter
holds ten charges and operates for about 30 minutes per charge.
Helicopter Harness: This item is a one -of-a-kind propeller -driven harness that allows
Rainbow Dash’s pet tortoise Tank to fly with a speed of 30 feet. A similar harness could be
built for another tiny -sized creature with the same stats. It holds two charges and lasts for
one year of normal use. Such a harness sized for a small creature would likely cost 2,500 gb
and require 15 charges, while one sized for a medium creature would cost 5,000 gb and
require 25 charges.
Horseless Carriage: Extremely rare, automobiles in Equestria would look something
like the Ford Model A or T (or like the Super Speedy Cider Squeezy). An automobile can
carry its driv er plus another 1000 pounds of weight. On good roads with level ground it has
a speed of 25 miles per hour (40 k m/h ) at no load, 20 mph (32 km/h ) at half load, and 15
mph (24 km/h ) at full load. Hilly terrain reduces the speed by half, as do muddy or poor
roads. It holds ten charges and uses one charge per two hours. They are exclusively toys of
the idle rich.
Iron: A clothes iron or hair curling iron is usually just heated on a stove, but artifice
versions exist. They hold two charges and last for six mon ths of normal use per charge.
Jackhammer: Used for breaking up brick, rock, cement, and concrete (and sometimes
stubborn clouds). A jackhammer has five charges, and each charge lasts about one week of
normal use.
Lamp: A lamp is simply the fixture for hold ing a light bulb . The bulb itself is made of
thick, durable blown glass and has a metal screw on the base for installing in a receptacle.
Inside the base is a small residuum crystal. When turned on (often by a remote switch), the
crystal supplies magic to a thin wire which glows brightly. Equestrian light bulbs don’t burn
out (until their crystal runs out of energy, that is). A desk lamp provides light equivalent to
a torch, while a ceiling lamp provides light equivalent to a lantern. A desk lamp has one
charge (two charges for a ceiling lamp) and lasts about one year of constant use.
Mixer Board: A control panel with lights, switches, sliders, ports, and dials to
control sources of audio. Connects multiple speakers, turntables, and microphones. A
typical D J setup usually has a mixer, two speakers, two turntables, and one or more
microphones. A mixer holds one charge, which lasts for one year of normal use.
Pocket Camera: This item is built into a briefcase which includes storage for 12 rolls
of film, extra flashbulbs, a tripod, remote flash trigger, and 5 pounds of other small
accessories. On command, it (and its contents) magically folds down into a small case
the size of a cigar box. A pocket camera holds two charges and lasts six months per
charge.
Projec tor: A basic projector displays individual photo slides one at a time by using
light to project them on a wall. A typical projector shows one slide at a time which is
manually swapped, but more expensive versions can hold a cartridge of up to 50 slides
whi ch can be advanced by pressing a button. The most expensive type, film projectors,
can show animated movies using large reels of film. A projector holds two charges and
lasts six months of normal use per charge. Slide collections and film reels often have a
vinyl record of narration to be played in accompaniment with the presentation.
Pump: Most larger towns have running water supplied by water towers, but farms
and larger private properties usually have a dug or drilled well. A water pump is usually
used o n a drilled water well’s wellhead to bring water to the surface, saving several
minutes of manual pumping. It holds three charges and lasts for one year of normal use.
Refrigerator: A small refrigerator will keep a few perishable necessities cool and
fresh , like milk, cheese, and butter. =t’s what we consider a mini -fridge. It holds two
charges and lasts six months per charge. A normal -sized refrigerator or freezer holds
four charges and lasts three months per charge. Combination refrigerator/freezers cost a
bit more but use the same charges.
Saw: This category includes all manner of woodworking saws: saber saws, chop
saws, circular saws, reciprocating saws, table saws, band saws, scroll saws, and the like.
A saw holds three charges and lasts two months of n ormal use per charge.
Sewing Machine: Most sewing machines are pedal -driven, but artifice versions
exist. They hold two charges and last for about six months of normal use per charge.
They are often built into their own cast iron and wooden desk.
Skillet: Most skillets are simply placed on a stove range to heat passively. An artifice
skillet supplies its own heat. =t’s especially popular with wealthy travelers and
adventurers. It holds two charges and lasts for three months of normal use per charge.
Space H eater: A space heater provides heat for one small room. It holds three
charges, each lasting one month of normal use.
Speaker: A set of various -sized speakers in a wood and fabric enclosure. Usually
used in pairs to provide music at a concert or large part y or town meeting. Must be
connected to a turntable or microphone. Small speakers hold one charge each, medium
hold two, and large hold four. Fully charged, they last about one year of normal use.
Spotlight: A spotlight comes on a collapsible metal stand, or can be mounted to a
wall or ceiling. It provides light equivalent to a bullseye lantern. It holds three charges
and lasts about four months of constant use per charge.
Stove: A stove has 1 -3 ovens for general cooking, and four heated grills on top for
smaller pots and pans. A stove holds four charges and lasts three months of normal use
per charge.

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Teakettle: Most teakettles are simply placed on a stove range to heat passively. An
artifice teakettle supplies its own heat. =t’s especially popular with wea lthy travelers and
adventurers. It holds two charges and lasts for three months of normal use per charge.
Telegraph: A telegraph machine allows operators proficient in horse code to
communicate from miles away. A telegraph machine can power up to 20 miles of cable per
charge (so a 5 -charge telegraph could power a 100 -mile distance). The other end must be
connected to a second telegraph machine, so two machines with 5 -charge crystals could
cover a 200 -mile span. Fully charged, a telegraph machine’s crystal l asts for one year of
normal use. The price of the cable is not included. Most larger towns have a post office
with at least one telegraph machine and proficient operator.
Toaster: A toaster toasts two slices of bread or bagel halves. It holds one charge an d
lasts for one year of normal use.
Turntable: A record turntable plays music or speech physically encoded on vinyl discs.
Most have a single small speaker, although some better models have larger built -in
speakers, and output ports for even larger speaker s. A turntable holds one charge and lasts
for one year of normal use.
Vacuum: A typical vacuum is a small metal barrel on four wheels with a long hose
coming out of the top. Various attachments snap on to the end of the hose. A vacuum
holds two charges and lasts six months of normal use per charge.
Washing Machine: A washing machine has a keg -sized metal tub that agitates back
and forth with roughly 50 gallons of water and clothes inside. A pair of motor -driven or
crank -driven rollers are used to wring the water out of clothes, which are hung outside to
dry (or indoors, over winter). A washing machine holds four charges and lasts three months
of normal use per charge.
Water Heater: A water heater provides hot running water for a typical one -kitchen,
two -bath room house. It holds six charges and lasts for two months of constant use per
charge.

Vehicle Rules
Equestria has a wide range of vehicles , both magical and mundane , from tiny carts to
large wagons, light taxis to full -sized stagecoaches. Trains and hoof cars provide travel by
rail, while balloons and airships provide air travel. Standard D&D rules cover normal
waterborne vessels, while several other types are detailed below.
Vehicle Proficiencies
Vehicle proficiencies are a specialized type of tool profic iency, and count as a tool
proficiency for any ability that grants one. In the D&D 5th Edition Player’s :andbook, there
are two proficiencies for vehicles: land and water. Land vehicle proficiency covers any
number of chariots and wagons which are generall y drawn by a beast of burden. In
Equestria such vehicles are usually drawn by an intelligent character who is able to make
their own decisions and guide the vehicle safely, so land vehicle proficiency for harnessed
vehicles and hoofcars is not necessary. O ther land vehicles, such as automobiles, bicycles,
and even roller -skates have their own proficiencies. MLP45E also adds air vehicle
proficiency, for airships and hot air balloons.
Vehicle Proficiency List
Airship s
Automobile s
Balloon s
Bicycle s
Gyrocopter
Water Vehicles
Harnessed Vehicles
A vehicle’s weight capacity is twice its physical weight, so a small cart weighing 100
lb. can carry 200 lb. of additional goods, and a full -sized stagecoach weighing 2,400 lb.
can carry 4,800 lb. of additional goods. While you are traveling on roads, paths, or level
ground, the weight of a cart and its contents is divided by 10 when determining how
much it counts against your weight limits. Therefore a fully loaded small cart (300 lb.)
counts as 30 lb. towards your car ry weight limit, and a fully loaded large cart (1,200 lb.)
counts as 120 lb. On rough ground or significant inclines, the weight is divided by 5
instead of 10. Wagons and stagecoaches have a long tongue that can allow up to six
characters to be harnessed t o the vehicle.
For pegasi and other flight -capable races, the sky hauler cartoon physics ability
allows them to pull harnessed vehicles through the air as long as the weight does not
exceed their limit. See chapter 8 for details on this power.
The table be low shows the price, weight, capacity, and total points of Strength
required to pull the wagon on level ground. For example, a small stagecoach requires 36
points of Strength total. Three characters with a 12 Strength could pull a fully -loaded
small stagec oach across level ground. This assumes they aren’t carrying additional gear
on their persons.
Harnessed Vehicles List

Vehicles Price Weight Capacity Str Req.
Carriage, Small 50 gb 200 lb. 400 lb. 8
Carriage, Medium 75 gb 400 lb. 800 lb. 16
Carriage, Large 115 gb 600 lb. 1200 lb. 24
Cart, Small 5 gb 100 lb. 200 lb. 4
Cart, Medium 12 gb 200 lb. 400 lb. 8
Cart, Large 25 gb 400 lb. 800 lb. 16
Stagecoach, Small 200 gb 1800 lb. 3600 lb. 36
Stagecoach, Medium 275 gb 2100 lb. 4200 lb. 42
Stagecoach, Large 350 gb 2400 lb. 4800 lb. 48
Taxi 100 gb 400 lb. 800 lb. 8
Wagon, Toy 1 gb 50 lb. 100 lb. 2
Wagon, Small 50 gb 700 lb. 1400 lb. 14
Wagon, Medium 75 gb 1000 lb. 2000 lb. 20
Wagon, Large 115 gb 1500 lb. 3000 lb. 30

Carriage: Small, 4 -wheeled passenger vehicles usually used for local travel within a
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passengers, with limited space for baggage. Their wheels are cushioned by iron springs for
a smooth ride <
Cart: Simple, two -wheeled carts come in small, medium, and large sizes. Some carts
have folding legs to keep them level when not harnessed. A waterproof cloth and wood
frame cover for a cart costs 10% of the cart’s cost and weighs 10% of the wagon’s weig ht.
Stagecoach: The most comfortable means of travel when rail is unavailable,
stagecoaches come in small, medium, and large sizes. Coaches have seats on the front and
back, a large enclosed compartment for passengers, and storage space on the roof and in
the rear for baggage. They seat 8 passengers for smaller coaches, up to 18 for the largest.
Its axles are cushioned by iron springs for a smoother ride.
Taxi: A taxi is a small, four -wheeled wagon with comfortable, covered seating for two,
or cramped seating for up to four. Like a stagecoach, its axles have iron springs to make for
a smoother ride. =t’s usu ally pulled by a single driver.
Wagon: Four -wheeled wagons come in toy, small, medium, and large sizes. Wagons
have a seat on the front and a large square compartment in the rear for goods. A
waterproof cloth and wood frame cover for a wagon costs 10% of the wagon’s cost and
weighs 10% of the wagon’s weight.
Hot Air Balloons
Hot air balloons are used to get around quite often in Equestria. In the real world,
balloons simply travel in the direction of the wind. A balloon pilot can often change their
heading by increasing or decreasing their altitude. In the northern hemisphere of Earth,
increasing your altitude generally will let you turn the balloon ri ght, and decreasing your
altitude will let you turn the balloon left. In areas of uneven terrain, this may not be true at
all.
Whether Equestria follows similar rules is a mystery. In order to tell what direction the
winds above and below the balloon are blowing, pilots often send up miniature balloons to
see what direction they blow, or spit over the edge of the basket to see which direction it
falls.
Equestria, with its weather controlled by the pegasi, may have dedicated balloon
“travel lanes” designate d in the sky, where the winds always blow a particular direction,
making it easy to get from one town to another via balloon. =t’s quite possible that this is
what let Pinkie’s and Spike’s balloon in Fall Weather Friends travel so conveniently directly
alo ng the race route, or what brought Twilight’s balloon directly from Canterlot to
Ponyville, and from Ponyville to Cloudsdale. Maybe it’s simply a matter of pre -arranging a
flight plan with the local pegasi, so they can set up a prevailing wind pattern for the day
custom -tailored to your requirements!
The table below shows the price, weight, capacity, and size of a number of different
balloons. We can conveniently ignore the fact that a hot air balloon requires a source of
hot air in order to rise, because n one of the balloons seen so far in the show has had one.
Also, because magic.

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Hydra vs. Shield, Equestria Style by Harwick

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New Actions
Add the following new actions to the list of 5th Edition D&D’s actions
Help Up
A helping hoof is always appreciated.
When you are adjacent to a friend who’s prone, you can use a bonus action to help
them up. Your friend can then use their reaction to stand up.
Overrun
When someone tries to block, show them that you rock.
Use this action in combination with the dash action. You can attempt to move through
the space of any opponent using brute force or agility. Each time you do so, you provoke
opportu nity attack s. Then contest your Strength or Dexterity (your choice) against their
Strength or Dexterity (their choice).
If you win the contest using your Strength, the opponent is pushed to the side and you
continue with your movement . If you win the cont est using your Dexterity you just move
through the opponent’s space and continue with your hustle action.
If the oppo nent wins , your movement ends immediately and you’re knocked prone.

New Conditions
The dazed & dazzled conditions codify some of the “ste alth” conditions that are
present in some 5th -edition feats, spell effects, and class abilities which, for whatever
reason, aren’t standardized in D&D 5e’s condition rules. This makes it easier to reuse use
these effects later on in other new spells and class abilities, and remember how they work
without having to look them up. The dejected, stressed, and terrified conditions are new,
representing some of the mental states characters in Friendship is Magic might find
themselves in.
Dazed
A dazed characte r cannot take reactions.
Dazzled
A dazzled character is nearly blinded by a bright light, and takes a -2 penalty to all d20
rolls and to AC.
Dejected
A Dejected character is depressed and unmotivated. This condition is more pervasive
than most, but its ef fects are primarily felt out of combat as opposed to in 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 occurs. If the
character enters a dangerous situation (determined by the GM) its effects are
suppressed temporarily. Dejected applies these effects when not in combat:
 Disadvantage on all d20 rolls
 Enemies have advantage on attacks and contests
 -5 penalty to initiative
 Cannot use Zingers
The Dejected condition can usually be ended with a DC 15 Wisdom save at the end
of every hour the character is affected (include disadvantage). If the character is in a
dangerous situation when this check would occur, it is delayed until after the danger
subsides. During a short rest, if any friends successfully roll a DC 20 Charisma
(Persuasion) check, you do not have disadvantage when you roll the Wisdom save to
attempt to remove the condition. A reversal of whatever situation caused the Dejected
condition also ends the effect (as determined by the GM).
Stressed
A Stressed character is preoccupied with other thoughts in the back of their mind
and is distracted from their current task. Stressed characters take a -1 penalty to all d20
rolls.
The Stressed condition can usually be ended with a successful DC 15 Wisdom save
at the end of every hour the character is affected (include the -1 penalty). During a short
rest, if any friends successfully roll a DC 15 Charisma (Persuasion) check, you have
advantage when you roll the Wisdom save to attempt to remove the condition. A
reversal of whatever situation caused the Stressed condition also ends the effect (as
determined by the GM).
Terrified
Terrified is a step above the Frightened condition, and in cludes its effects. A
Terrified character is panicking and finds it impossible to focus on the task at hand. A
character that is already frightened who receives the frightened condition again from a
different effect becomes terrified. Creepy locations and ghastly creatures often impart
this condition. Terrified applies these effects:
 Disadvantage on attack rolls and ability checks while the source of its fear is
within line of sight.
 Cannot willingly move to a position where it would end a turn closer to th e
source of its fear than where it started.
 Cannot use reactions or Zingers unless they would allow a chance to remove
or counter Terrified.
 At the start of its turn, a Terrified creature rolls 1d4 and consults this table:
1: Use its movement and action to hustle in a random directions (roll
1d8 for each direction).
2: Use no movement, and use its action to dodge.
3-4: Act normally.
A character who rolls the “act normally” result while terrified can use their action to
attempt a DC 15 Wisdom or Charisma che ck 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

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terrified character can make a free attempt at the Wisdom or Charisma check to end
terrified.
Rules Additions & Modif ications
The rules in this section are modifications to existing 5th -edition D&D rules. Some (like
the humanoids rule) are necessary for the game to work, while others simply fit the
cartoon nature of Equestria.
Weapons
Between hooves, horns, claws, jaws, and tails, the various races of Equestria have a lot
of natural weapons available to them. In most cases, however, manufactured weapons
such as swords, bows, and axes are still more effective. The following simple rules
adjudicate how Equestrian races inte ract with them.
In general, there's four melee fighting styles in D&D: single weapon, dual weapon,
two -handed weapon, and weapon/shield.
Single Weapon, Dual Weapons
A single one -handed weapon is usually gripped in the mouth (for quadrupeds), or in a
forecl aw or hand (for dragons, griffons, hippogriffs, and minotaurs). You use your action to
attack with that weapon, and you can then use a bonus action to make an attack with a
natural weapon, whether it be a hoof, bite, claw, or horn attack. Note: minotaur ho rns are
not a finesse weapon and so cannot be used as a bonus action attack.
Bonus action attacks are resolved like an off -hand attack in regular D&D. You make an
attack roll, adding your proficiency bonus and either your Strength or Dexterity bonus. On a
hit, the attack deals damage equal to the natural weapon’s base damage die with no ability
score bonus.
For creatures with both claws and a bite attack, such as a griffon or dragon, they can
choose from round to round whether to make their bonus action att ack with an empty
claw, a finesse weapon held in that claw, or their bite.
Two -Handed Weapon
Due to their strong neck and jaw muscles, quadrupeds can wield a two -handed
weapon by gripping it with their mouth. Dragons, griffons, minotaurs, and hippogriffs l ack
the mouth dexterity to do so, but they can use their hands or claws to hold the weapon
instead. The weight of these weapons prevents a character wielding one from using a
bonus action to make a natural weapon attack.
Weapon and Shield
Quadrupeds grip the weapon with their mouths, but the shield must be strapped to a
foreleg, limiting dexterity. As above, a character with a weapon and shield equipped is
unable to use a bonus action to make a natural weapon attack.
Natural Weapons & Feat Interactions
Some feats from the D&D 5th Edition Player's Handbook function slightly differently
for Equestrian characters. See below for details on each feat.
 Defensive Duelist: You have to be eligible to make an attack or bonus
action attack with a fines se weapon (including natural weapon attacks) in
order to use this feat's ability.
 Dual Wielder: A quadruped can only qualify for this feat's benefits if they
are not using a two -handed weapon. Possessing a natural weapon attack
qualifies you for the feat's AC bonus. In addition to the feat's other
benefits, the damage die of your natural weapon attacks increases one
size (from 1d4 to 1d6, 1d6 to 1d8, etc.).
 Polearm Master: You can use your bonus action to attack with either the
weapon's opposite end or with one of your natural weapon attacks.
 Tavern Brawler: Ignore the bullet point about your unarmed strike
damage increasing to 1d4, as this does not apply to Equestrian characters.
Instead, increase the damage die of your natural weapon attacks by one
size (f rom 1d4 to 1d6, 1d6 to 1d8, etc.).
Natural Weapon Damage Limits
Several racial abilities and feats increase the size of the damage dice of your natural
weapons . Regardless of the number of such abilities taken, the damage die of your
natural weapons can ne ver improve beyond 1d12.
Monk Martial Arts and Natural Weapons
Racial traits or feats which increase the size of the damage die of your natural
attacks also apply to your monk martial arts die, however it can never increase beyond
1d12 damage.
Lasso s
The l asso is a specialized tool proficiency which is used like a weapon . It is neither a
simple or martial weapon, so proficiency is only granted through certain feats,
backgrounds or similar means. Lassos are made from a typical 50’ length of rope. As a
ranged weapon, they have a short range of 15 feet and a long range of 40 feet. Like any
weapon, an unskilled wielder does not add their proficiency bonus to lasso attack rolls.
After you attack with a lasso, you must use a bonus action to re -coil the rope before
making another attack with it. The DC to escape your roping tricks is 8 + your proficiency
bonus + your Dexterity modifier.
A single strand of rope can be broken with a DC 17 S trength check, but in most
cases it will be easier to escape the lasso using a Strength (Athletics) or Dexterity
(Acrobatics) check. Friends adjacent to a roped companion can use their own action to
attempt to undo the lasso, using the same check as if the roped target itself was
escaping.
Lasso Attacks
When attacking with a lasso, y ou have several options:
Snout : You can prevent an opponent from biting or speaking by roping their snout
(or beak) shut. Make a lasso attack against the target’s AC. On a hit, the target’ s snout is
roped . If it has hands, claws , back legs that can reach i ts head , or access to the

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telekinesis spell , it can use its action to attempt to escape the ropes by rolling a Strength
(Athletics) or Dexterity (Acrobatics) check against your rop ing DC. Roping the snout
obviously won’t work on creatures that lack a snout , like centaurs, ogres, or most primates.
Neck: By roping a target’s neck, you can prevent it from moving away from you. Make
a lasso attack against the target’s AC. On a hit, the target’s neck is roped. =f it tries to move
away from you, you can use your reaction to contest your Strength against the target’s. On
a success, the target cannot move away from you (though it can move sideways or closer to
you). If it has hands, claws, back legs that can reach its mouth, or access to the telekinesis
spell, it ca n use its action to attempt to escape the ropes by rolling a Strength (Athletics) or
Dexterity (Acrobatics) check against your roping DC.
Arms: A tricky task, roping a target’ s arms limits its action options . Make a lasso attack
against the target’s AC. =f you hit, the target can immediately make a Dexterity or Strength
saving throw against your roping DC. =f it fails the save, its arms are tied and it can’ t attack
with hand - or claw -held weapons, cast spells with somatic components, or do anything else
it needs claws/hands for. =f it succeeds on the save, the target’s neck is instead roped. An
arm -roped target can use its action to attempt to escape the ropes by rolling a Strength
(Athletics) or Dexterity (Acrobatics) check against your roping DC.
Legs: Another tricky task, roping a target’s legs prevent it from moving more than a
snail’s pace. Make a lasso attack against the target’s AC. If you hit, the target can
immediately make a Dexterity or Strength saving throw against your roping DC. If it fails th e
save, its legs are tied and it falls prone. Its speed is reduced to 10 feet. If it succeeds on the
save , the target’s neck is instead roped. A leg -roped target can use its action to attempt to
escape the ropes by rolling a Strength (Athletics) or Dexteri ty (Acrobatics) check against
your roping DC.
Hog -Tying
When you have a size Large or smaller creature roped around the neck, arms, or legs,
you can use your action to attempt to hog -tie it. This action provokes opportunity attacks.
The roped creature then rolls a Strength or Dexterity saving throw against your roping DC.
On a successful save, it prevents you from tying it up that turn . On a failed save, the
creature is hog -tied. It becomes prone and restrained, and it cannot use its action to do
anything o ther than attempt to escape or cast verbal -only spells. The DC to escape or br eak
the ropes increases by 5 .
Humanoids
Many spells and effects in D&D 5th edition affect only humanoids. Normally, ponies
and other quadruped or monstrous races such as dragons, deerfolk, or changelings would
be considered beasts and not humanoids. For the purpose of judging whether or not such
spells and abilities will affect a character, treat all the Equestrian player character races as
humanoids. Advanced versions of such creatures, like a giant -sized dragon, would no longer
count as humanoid.
Jumping
Cartoon characters have an easier time jumping than people in real life. U se the
following rules for jumping:
 Long Jump: If you walk at least 10 feet and then make a long jump, you leap
a number of feet up to your Strength score +5. Otherwise, you can leap only
half that distance.
 High Jump: If you walk at least 10 feet and then make a high jump, you rise a
number of feet into the air up to 5 + your Strength modifier. Otherwise, you
can jump only half that height (minimum 2 feet). In either case, you can
reach above you with your mouth during the jump, reaching above you a
distan ce equal to the height of your jump plus your height (typically 4 feet).
 Jumping Down: You take no damage when you intentionally drop 15 feet
down or less, and you land standing up.
 Launch Pads: If you have a tree branch or a springy upholstered chair, couch,
or bed in your path when you’re jumping, you can double the vertical or
horizontal distance of your jump. Said item has a 25% chance to break once
you’ve used it ( 75% chance if you’re large -sized).
Stacking
Everyone’s seen the sc ene before: the heroes are in a creepy old mansion, and they
all peek around the corner at once, stacked on top of each other. Or they all hide behind
the one brave friend who’s sneaking across the room. As long as the heroes aren’t in
combat, ignore stack ing rules, allowing multiple characters to occupy the same space.
Riding Another Character
Most quadrupeds can support a rider if they’re willing to put up with one . In order
to do so effectively, the character serving as the mount must be at least the sam e size as
the rider and must be strong enough to carry them without becoming overloaded. Each
character acts on their own initiative and takes their own actions. Other rules follow the
standard mounted combat rules in the D&D 5th Edition Player's Handbook .

Optional House Rules
The rules in this section are optional. The GM chooses whether or not to use each
one, so ask the GM before assuming whether they are in use!
Start at Level Three
Levels 1 and 2 of 5th Edition D&D represent novice adventurers —charac ters who
are just taking their first steps into becoming a hero. These levels can also be especially
deadly, and a single bad roll can occasionally end a character’s life. =f you wish to start
your game with characters who have been to the rodeo a few time s (so to speak),
consider starting all player characters at level 3. If you use this rule, you may also want
to grant characters extra starting money. 10d6 x 5 gb is a good amount.

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Effect: Characters will have a few more class abilities, spells, and especially hit points.
=f you’re using a premade adventure for starting characters, it will need to be adjusted
upward in difficulty a bit, although this is fairly easy.
Freebies
If you have a small group (4 or few er members) or you wish to increase the flexibility
and customization options available to the players, consider granting all characters a bonus
feat and/or proficiency . Choose one of these options for all player characters to use:
 All characters receive a bonus feat at level 1.
 All characters receive a bonus skill, tool, language, or weapon proficiency at
level 1.
 Both of the above.
Effect: This increases player character power a fair amount, but it also increases their
individuality and makes them more tactically flexible . GMs should be aware and adjust the
difficulty of their adventures appropriately, and consider allowing the occasional monster
or NPC to have access to feats, as well.
Extra Hit Dice
Since low -level characters need to take long rests f requently , you may want to
consider increasing the maximum hit dice of each player character by 1 to 3. For example,
level 1 characters usually have a single hit die to spend during short rests to recover HP.
Under this house rule, level 1 characters would have 2 to 4 hit dice. Note that this does not
increase their maximum HP.
Effect: This rule lets characters recover more HP during short rests, potentially
allowing them to continue adventuring for longer periods before they need to take a long
rest. It d oes not reduce encounter difficulty. It also will slightly increase the power of
classes that recover abilities after short rests, such as battlemasters and warlocks, while it
slightly weakens classes which recover abilities after long rests, such as most other
spellcasters. On the other hand, bards, clerics, druids, and paladins will probably not need
to spend as many of their spells on healing the party, so they may come out ahead under
this house rule.
Extra Hit Points
In order to make low -level characte rs more durable in combat , consider giving each
character bonus hit points at level 1. An amount equal to half of their Constitution score or
a flat amount, like 6, 8, or 10 for all characters, is a good number to experiment with .
Effect: This would let e ach character take one or two more weapon hits at low levels
before falling unconscious. Of course this will make encounters less deadly, but it will also
make it take longer to restore these hit points when the characters take short rests and
spend hit di ce to heal. If you use this option, you may want to also use the Extra Hit Dice
rule above, and grant 2 or 3 extra dice.
At mid to high levels, these ext ra HP will be almost unnoticed as player HP ramps up
quickly.
Thick Hides
Consider allowing characters who are proficient in light armor to gain the AC
benefit of leather armor while not wearing any armor, due to their own naturally thick
hides.
Spell Fixes
General consensus is that a few spells in D&D 5th Edition are underpower ed.
Consider applying these changes to the following spells.
 Mordenkainen’s Sword: You can attack twice per turn with the sword,
once using your action and once using your bonus action. The sword
scores a critical hit on a 19 or 20 and does not re quire con centration to
maintain its duration.
 Spare the Dying: Increase the range to 30 feet.
 Witchbolt: Increase the initial and secondary damage to 3d6. With each
extra level of spell slot used to cast it, increase the initial and secondary
damage another 2d6.

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Cartoon Physics Overview
This rules module simulates some of the off -the -wall things that cartoon characters
can do in defiance of real -world physics. If you ever wanted to forget to fall when you walk
off a cliff, or blow through a wall leaving behind a hole shaped like you, this is your chapter.
As this subsystem is optional, check with the GM to see if he or she is allowing it
beforehand.
Player Access
Powers Known:
All characters know the three “automatic” cartoon physics powers: Hold Your Horses,
Pancake Landing, and Seeing Stars . These powers are fixed and cannot be changed. At first
level, c haracters also gain two free cartoon physics power slots which can be used to learn
any cartoon physics power you like. As they increase in level, characters receive addition al
power slots (see the chart below). Finally, m ost flying characters also receive the Sky Hauler
power for free (see the individual racial descriptions).
Activation & Recovery :
Cartoon physics powers are activated by spending the appropriate action and cartoon
physics points. These points are a daily resource , so a ny points you spend are recovered
after you complete a long rest. First -level characters receive 4 cartoon physics points per
day, and additional points as they increase in level. Some feats pr ovide additional points
and allow additional recovery options.
Swapping Powers:
When you complete a long rest, you can choose to swap one or more of the powers in
your free power slots . If you gain any additional slots through feats or other means, they
can be used in the same manner.
Cartoon Physics Summary (Standard Advancement)
Level Free Slots Points per Day
1 2 4
5 3 6
9 4 8
13 5 10
17 6 12
Opponent Access
 Boss -type opponents should have free access to the automatic powers plus 1 to 4
additional powers, depending on their level. You will want to track cartoon physics
point usage on these creatures in the same way a PC would.
 Common enemies should have access to the three automatic powers if the scene
calls for it and it would be funny. =’d also re commend letting the NPCs as a group
use learned powers two to four times during each encounter. For example an ogre
might use Fastball Special to throw his diamond dog friend, while a sneaky kobold
uses Ride ‘Em Cowpony to jump on a PC’s back. =f there’s f ive or more player
characters, 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.
 I would avoid giving opponents regular use of the ability -enhancing powers
Adrenaline Rush, Level -Headed, Ninja Moves, Puppy -Dog Eyes, and Thinking Cap .
Players would get resentful if you used “triple -advantage” feature of those powers
to frequently thwart their abilities.
Optional Cartoon Physics Rules:
Restful Recovery
Once per day after a short rest, characters can recover spent cartoon physics points
up to half their total maximum points. =f you use this option, =’d suggest letting
opponents use one or two additional powers per encounter.
Slower Advancement
Perhaps you want to use cartoon physics, but the allotment of slots and/or points is
too generous? :ere’s a slower advancement table. Note that at level 1, characters only
have access to the automatic powers, and cannot choose a learnable power until level 5
when they gain their first fr ee slot.

Cartoon Physics Summary (Slower Advancement)
Level Free Slots Points per Day
1 0 2
5 1 3
9 2 4
13 3 6
17 4 8

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Automatic Powers
Hold Your Horses
You bite down on her tail, but she just kept running, and took you along for the ride.
This powe r can be used in two ways:
Drag someone along: As a bonus action (2 points) you drag an adjacent creature along
with any movement you use this turn and release them at the end of your turn. If the
creature is resisting or is grabbed or restrained in some way, you contest your Strength
against the opposing force.
Go along for the ride: Activate as your reaction (2 points) when an adjacent creature
moves away from you . You can either let yourself be dragged along (letting go at any time)
or you can attempt to stop the creature's movement. In that case, contest your Strength
against the target's. On a success the target's movement ends. On a failure you can either
let them go or go along for the ride, as above.
Pancake Landing
After a long fall, you’re flattened like a pancake but get up unharmed a few moments later.
Activate when you fall. When calculating damage you take for falling, reduce the
distance by 30 feet for each point you spend. You are then prone and stunned until the
start of your next turn. If you landed on dirt or other soft ground, you leave a shallow
crater behind.
Seeing Stars
After getting walloped, you often stagger around a few moments, with stars o r birds
circling around your head.
Dual Use: This ability has two uses: briefly stunning yourself or someone else.
Stun someone: Activate as a part of your attack (2 points) when you hit an opponent
for damage. Reduce the damage by half, but the target is stunned until the start of its next
turn.
Stun yourself: Activate as your reaction (2 points) when you are hit for damage.
Reduce the damage by half, but you are stunned until the start of your next turn.

Learnable Powers
Adrenaline Rush
When the need ar ises, you can call on uncanny strength reserves.
Activate when you roll a Strength or Constitution check or save (2 points). You roll
3d20 and take the highest result, and you never have advantage or disadvantage on this
roll. Any grapple or restraining co nditions affecting you end. Until the end of your next
turn, your weight limits are five times higher than normal, and any melee or thrown attacks
you make have advantage on the damage rol l. You can also break through one or two
thin walls of wood, plaster , or drywall during your movement each round.
Afterburners
You move so quickly you leave a streak of dust or light in your wake.
Activate at the start of your turn (2 points) . Your speed (flying or ground ), is five
times normal. In addition, you leave a t rail of dust (if running) or colored light (if flying)
in your wake that’s unique to you (usually the same color as your tail ). The trail lasts
until the end of your next turn. Once you activate this power it lasts as long as you
concentrate, up to a number of rounds equal to your Constitution bonus. If you spend 4
points when you activate this power, your speed is multiplied by 10 instead of 5 .
While you’re u sing this power you have a much harder time maneuvering and
stopping. For each ten feet you move forward, you can move five feet diagonally. It
takes you at least 30 feet to stop safely. This doesn’t normally hinder you but the GM
may ask for a Dexterity ( Acrobatics) check for any fancy maneuvers you attempt, such as
going through doorways, dodging past others safely, and so on.
Ambush Bush
Need to stay hidden but there’s no cover? Just take the cover with you.
Activate as a bonus action (1 point). You can pick up an adjacent bush, crate,
cardboard box, rock, or other suitable object that’s large enough to hide behind, inside,
or underneath and can use it as cover to make Dexterity (Stealth) checks to hide. If you
move more than 10 feet per round while carry ing your cover, your opponents have
advantage on checks to notice or locate you. Once activated, this power lasts until you
are spotted or you end it. You can combine this power with Hide Anywhere in order to
hide behind much smaller objects.
Balloonomancy
They said I couldn’t build a bridge out of balloons, but I didn’t listen!
Activate as your action (2 points). You create an item or structure out of balloons
which you just happen to have available. Choose one of the following types:
Structure: You create a structure as large as a 10’ cube for each point in your
proficiency bonus. Each time you activate this power you can make new creations or add
to the size of existing creations. Your structures are relatively crude, like a wall, box, or
bridge, but they can have simple moving parts such as wheels or a door that opens. Each
5-foot section has 5 hit points, and is immune to bludgeoning, force, poison, psychic, and
thunder damage. When you build the structure, you can choose whether they are lighter
than ai r (and thus rise into the air) or if they’re heavier (and sink to the ground).
Item: You create a piece of equipment that functions like an average -quality item
for you. If you give it to someone else, they must spend 1 cartoon physics point in order
for i t to be functional for them. Balloon items have 1 hit point and are immune to the
same damage types as balloon structures.
Blend In
If you hold real still and pretend to be a statue, the bad guys might just fail to notice you.
A coating of flour doesn’t hurt either .

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You can try to fool others into thinking you’re a statue, a training dummy, ponnequin,
or part of a painting or other art installation. Activate as a bonus action (1 point) when no
opponents can see you. Contest your Deception skill against th e passive Perception skills of
your opponents. If any of them have already seen you moving in the last 5 minutes, you
have disadvantage on the roll. If there are other statues or art you can mimic or blend in
with, or if you have a means of changing your c olor or clothes quickly, you have advantage
on the roll. If successful, you are considered to be hidden until you move or take any
actions .
Don’t Look Down
If you keep on running, you can run right off a roof, cliff or pier and keep going until you
notice you’re not on solid ground anymore.
Activate as a part of your movement (2 points). If you move off of solid ground, you do
not fall or sink until the end of your current turn. If you spend 4 points instead, you do not
fall or sink until the end of your ne xt turn.
Eat My Dust
When you take off running, you leave a cloud of dust behind.
Activate as a part of your movement (2 points). At any one point during your
movement you drop a cloud of dust with a 20-foot radius. The cloud lasts until the start of
your next turn. Creatures (other than you) within the cloud must succeed on a Constitution
saving throw (DC 10 + your proficiency bonus) or lower their initiative by 1d6 and take
disadvantage on Perception checks until the start of your next turn.
Eldritch Blas ter
“Hokey religions and ancient weapons are no match for a good unicorn at your side,
kid .” — Unknown
Activate as a part of your movement (2 points). You pick up an adjacent friendly
conscious unicorn or other creature who knows the Eldritch Blast cantrip. You can then fire
off Eldritch Blast as your action by pointing the ir horn at a target and using them like a gun .
You use the higher of your Dexterity or your friend’s magic ability, and the higher of your or
the friend ’s proficiency bonus. Use t he friend ’s level to determine if you get Eldritch Blast’s
multiple attacks.
While this power lasts, your friend’s weight doesn’t count against your carry weight
limits, and he or she moves along with you whenever you move. If the y move on their own
or ta ke any action on their turn other than using Eldritch Blast , this power ends. Otherwise
you can continue to use Eldritch Blast each turn with no further cost in cartoon physics
points.
You can also choose to pick up an unwilling unicorn who knows Eldritch Blast . In that
case you use your own Dexterity bonus and proficiency bonus for the attack roll, and this
power ends at the end of your turn.
Fastball Special
Lacking a ranged attack? Throw your buddy.
Activate as your action (2 points). You throw an adjace nt friend up to 10 feet plus five
times your Strength bonus. If they have wings, triple this distance. The friend can then use
their reaction to make a melee attack against an opponent adjacent to where they land.
Your friend has advantage on the attack an d damage roll.
Flank Check
A bump from your rump will send them flying.
Activate as a bonus action (1 point). You push an adjacent creature 10 feet away
from you if it is not more than one size larger than you. If you spend 2 points instead, the
target is also knocked prone.
Hammerspace
You always seem to have just the right thing on -hoof for the situation. No idea where you
kept it all this time though.
During a rest you can stow inanimate objects of size small or smaller in a null space
that defies realit y. The weight limit of stowed objects is equal to your normal carry
weight limit. Essentially, you have two separate inventories: one for your stowed
objects, and one for your carried or worn objects. =f you’re unable to resist, other
characters can go thr ough all your “pockets” and pull out all the items you have stowed
in random order. Finding each one requires a contest of the searcher’s =ntelligence
(Investigation ) or Wisdom (Perception) against your Dexterity (Stealth).
Activate as a bonus action (1 point). You retrieve one of the stowed objects, usually
by pulling it out from behind your back, from a pocket, or out of your bushy mane or tail.
Hidden Talent
Did you know I can totally play the organ? Because I didn't! --Pinkie Pie
Activate as part of your action (4 points). You become proficient with a skill, tool,
language, or weapon for the next five minutes.
Hide Anywhere
Hiding behind an inch -thick sapling is tricky but you’ve had lots of practice.
Activate as part of your movement (1 point). You c an use any small -sized or larger
object or creature in your square or adjacent to you as sufficient cover to make a
Dexterity (Stealth) check. Example items include mailboxes, small bushes, trash cans,
wheelbarrows, drinking fountains, and the like. If you use a creature to hide behind, you
are no longer hidden if it moves away from you, unless you use readied actions to move
with them. Once activated, this power lasts until you are spotted or you end it.
You can combine this power with Ambush Bush in orde r to take your cover with you
while moving (although a creature you’re using for cover might object to this treatment).
Horseyback Ride
You have no trouble carrying a friend around. It’s almost like they weren’t even there.
This ability is always active, a nd has no activation cost. You can carry a friend of
your size or smaller on your back, without counting their body weight against your
carrying limit. If they are a larger size category than you, their weight counts as half
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Lead by Example
“You ma de it look so easy!” “I make everything look easy.” –Wild Flower, Rainbow Dash
Activate as a part of your action (2 points) when you and your friends each need to roll
a check to accomplish a similar physical task, such as sneaking around, climbing, or
jum ping, or a Strength, Dexterity, or Constitution save to resist an attack, spell, or
environmental hazard. You roll first, and if you succeed each of your friends has advantage
on their own rolls for the same task or save.
Level -Headed
When the need arises, you can call on that rare and elusive power of common sense.
Activate when you roll a Wisdom check or save (2 points). You roll 3d20 and take the
highest result, and you never have advantage or disadvantage on this roll. Until the end of
your next turn, y ou cannot be Charmed, Frightened, Stressed , or Terrified (remove any of
those conditions affecting you), and any Wisdom -based spells or attacks you use have
advantage on the damage roll.
Mischievous Critter
“Good boy Angel! Momma’s so proud.” — Discorded Fluttershy
Activate as a bonus action (2 points) and contest your familiar or pet’s Dexterity
against the Strength or Dexterity of a creature next to it. Your pet has advantage on this
check and can use your proficiency bonus. If your pet wins, the target s uffers one of the
following effects. Multiple effects can be added for 2 points each.
 Reduce the target’s speed by half until the start of your next turn
 Move the target 10 feet in any direction
 Daze the target until the start of your next turn
 Knock the target prone
 Interrupt a spell the target is concentrating on. The target can roll a Constitution
save (DC 10 + your Proficiency bonus) to avoid.
Montage
With access to a library, helpful friends, or intense personal dedication, you can quickly
learn a new proficiency or complete a time -consuming task
Dual Use: This ability has two uses: learning a new proficiency, or completing a task
more quickly.
Cram Session : To learn a new skill, language, tool, or weapon proficiency you must
first engage in a cram ses sion taking a total study time of 24 hours minus your Intelligence
score. During that time you need access to a friend already trained in the proficiency, or a
well -stocked library.
Activate at the end of the cram session (2 points). You gain proficiency i n one skill,
language, tool, or weapon until you complete a long rest. You can refresh this power
without needing the lengthy cram session by spending the required points again at the end
of each long rest as long as you refresh the power every day.
Quicke r Tasks: If you use this power to complete some other task (2 points), you
simply cut the time requirement of the task in half. Example tasks include learning a new
spell, crafting an item, searching a crime scene for clues, traveling to another town with
your companions, and so on. If the task takes more than one day to complete, each day
that you spend the point cost you progress at double the normal rate.
Ninja Moves
When the need arises, you can call on uncanny agility reserves.
Activate when you roll a Dexterity check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Any
grapple or restraining conditions affecting you end. Until the end of your next turn, you
can’t be grappled, knoc ked prone, forcibly moved, or have your speed reduced, and any
finesse melee or ranged attacks you make have advantage on the damage roll.
One Step Ahead
Somehow you can keep up with someone, no matter how fast or far they move.
Activate as your reaction ( 2 points) when a creature within 20 feet of you ends its
turn further away from you. You disappear and reappear behind, inside, or under an
object of your size or larger within 20 feet of the triggering creature (including around
the corner of a wall). You can combine this power with Hide Anywhere if you like, to
appear behind smaller objects. You can’t use this power if there’s no suitable object near
the creature, if you are jailed, shackled, tied up, or have your movement restricted in
any way, or if the target creature teleports.
Phantom Fingers
What do you mean, ‘hooves don’t work that way.’? Mine do. You can’t explain that!
This ability is always active, and has no activation cost. Things just seem to stick to
your hooves, almost as if you had invisibl e claws like a dragon or griffon. While you have
this ability your Dexterity score increases by 1 (to a maximum of 20).
Prehensile Hair
Sometimes your mane just seems to have a mind of its own.
This power is always active and has no activation cost. You can use your mane or
tail hair to interact with an object of 5 pounds or less at any time once per round, even if
it’s not your turn. This lets you perform two free object interactions per round, rather
than just one. See the “Other Activity on your Turn” section on page 190 of the D&D 5th
edition Player’s :andbook.
Puppy -Dog Eyes
“Aren’t you going to stay for dessert?” — Apple Bloom
Activate when you roll a Charisma 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, all opponents within 30 feet of you are Charmed by you, and you
are treated as if you had a 20 Charisma .
Reverse Psychology
You engage in a battle of wits and convince your opponent to take the action they didn’t
want to take in the first place.

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Activate as your action (2 points). You engage in conversation with a N PC and use
trickery and guile to convince them to take an action they normally wouldn’t. Contest your
Charisma (Deception) against the NPC’s Wisdom (=nsight). =f you win, on the opponent’s
turn it takes the action you convinced them to do as long as it isn ’t immediately harmful to
them or their friends. The use of this power goes above and beyond what can be
accomplished simply by using Charisma (Persuasion) to persuade them.
For example, Pinkie Pie convinced a tomato vendor to give her a 50% discount, and
she also persuaded =ron Will to come back tomorrow to collect Fluttershy’s payment (at
least until he heard Fluttershy) . You could also con a guard into letting you and your friends
past, dare a troll to lift a boulder (which happens to be blocking your e xit) as a show of
strength, or taunt a goblin leader into a one -on-one boxing match for the right to let you
through their territory unharmed.
Ride ‘Em Cowpony
You leap on top of the beast and ride it around.
Activate as part of your movement (2 points). Y ou can move into the space of a
creature one or more sizes larger than you. The target creature receives no opportunity
attacks for this movement, though others might. While you are in the creature’s space you
gain these benefits:
Whenever the target moves , you can use your reaction to move along with it. This
movement does not provoke opportunity attacks.
You are Invisible to the target (although it knows exactly where you are) unless it has a
long neck, eyes in the back of its head, or it senses without e yes (such as an ooze).
The target can use a bonus action to attempt to shake you off by contesting its
Strength (Athletics) against your Dexterity (Acrobatics). If it wins the contest, you move to
an adjacent space and fall prone.
Role Player
A little mud can make a decent disguise, but a silver tongue really sells it.
Activate as your action (2 points) when no bystanders or opponents are watching you.
You disguise yourself using materials available, equivalent in effectiveness to the Disguise
Self spell, lasting for one hour. Like the spell, any creature who touches you can roll an
Intelligence (Investigation) check as indicated by the spell. The check DC is 8 + your
proficiency bonus + your Charisma bonus. If you are proficient in the disguise kit or
deception skill, opponents have disadvantage on this check.
Scaredy -Ca t
Ohmygosh! Look out for that ferocious cragadile!
Activate as a bonus action (2 points). Contest your Charisma (Deception) against the
Wisdom (Insight) of a creature within 30 feet. You have advantage on this check. If you win,
you spook the target and mo ve it 20 feet in any direction (even vertically). This works even
if the target is climbing, flying, restrained, prone, or stunned. If you moved them vertically
they can grab onto any objects overhead (DC 10 Strength save) and take no damage if they
fall. Constructs are immune to this power. Your friends can voluntarily fail this contest.
If you spend 4 points and use your entire action to activate this power, you can
affect all creatures within a 50 -foot cone.
Sixth Sense
A twitchy tail? Something’s about to go down.
Activate as your reaction (2 points) when you suffer a surprise attack from a
creature, trap, or environmental hazard. The next attack made against you has
disadvantage, and you have advantage on your next check or save needed to avoid a
trap, hazard, or spell.
Sky Hauler
Pegasi and other flying creatures can extend their magic around objects they are
harnessed to, enabling them to pull them through the sky.
Prerequisite: You must be capable of winged flight.
Activate when you are hitched to a cart, wagon, chariot, or other vehicle (1
point). If the object and its contents do not exceed your towing weight limit, you can
pull the vehicle through the air at your full flying speed, as easily as if it were on the
grou nd (see Chapter 6). You can even stop in place and hover with it. Multiple pegasi
can use this power in unison to haul large carriages and wagons, combining their weight
limits. The object is still subject to momentum, so if you stop suddenly it will want to
continue moving.
The effect lasts a number of hours equal to 2 plus your Constitution bonus
(minimum 1 hour). If the effect expires you can refresh it mid -flight by activating this
power again. If you cannot refresh it or the weight of the object e xceeds your drag limit
(if too much is loaded into the cart), you must descend immediately and cannot gain
altitude until the weight is reduced.
Snap Out Of It
Sometimes all it takes to break someone out of a stupor is a firm wallop across the face.
Activa te as your action (2 points), as you smack an adjacent friend. End any
Charmed, Dazed, Frightened, Stressed, or Terrified condition affecting that friend. If they
are suffering some other mind -affecting condition that allows saves or checks to end it,
they can immediately make such an attempt for free.
Ten Wingpower
Flap your wings hard enough and you can knock your opponents down and blow them
away.
Prerequisite: You must be capable of winged flight.
Activate as your action (2 points). Contest your Strengt h, Dexterity, or Constitution
vs. the Strength of creatures in a 30 -foot cone. Any creatures you beat are pushed 20
feet. If you beat them by 5 or more, they are also knocked prone. Gaseous or swarm
creatures have disadvantage on this contest. Creatures on e or more sizes larger than you
have advantage. Any clouds (natural or magical) in the area are destroyed.
The Horn Knows
“I had no idea where my horn was taking me. But unicorn magic doesn't happen without
a reason.” — Rarity

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Prerequisite: You must be a m ember of a race that is capable of using arcane magic.
Activate as your action (2 points) and roll a DC 10 Wisdom (Insight) check. On a
success, you receive a subtle hint from the GM on any subject. This might take the form of
your horn(s) leading you some where, 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 in itiative 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 proficient in Acrobatics or Athletics.
Activate as a part of your movement (2 points). Until the end of your turn, when you
move at least 5’ away from a wall, you can also safely move 5’ vertically (either up or
down). This lets you quickly jump between ad jacent buildings to reach a roof, or safely
jump down to the bottom of a pit.
When your turn ends, you do not fall. At the start of your next turn, you can choose to
activate this power again and continue the wall jump. If you choose not to activate it ag ain,
you fall unless you use an ability such as Don’t Look Down. The GM may also allow you to
attempt a DC 10 or 15 Athletics or Acrobatics check to grab on to an object or creature
nearby.
You can use wall jump on enormous creatures, but doing so provokes an opportunity
attack.











In Example 1 (see diagram) , Applejack (Speed 40’) wishes to jump onto the roof of
the building on her right (20’ high). She enters C3 and moves to D2, jumping off the
building on her right. She’s now 5’ in the air. Moving from D2 to E3 she rises another 5’
vertically, and is now 10 feet in the air. She jumps again from E3 to F2, rising to 15 feet in
the air. Finally she jumps from F2 to F4, ending on the 20’ high roof of the building.


In Example 2 , Applejack starts in B3, then moves to C2. She jumps back and forth
from C2 to D3 multiple times. With her speed of 40’, she can jump a total of 35’
vertically, since her first five feet of movement (from B3 to C2) were at ground level.


Wall Jump: Example 1
Wall Jump: Example 2

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Wind Shield
You can use your wings to whip up a sh ield of air to blow away projectiles.
Activate as your action (4 points), or reaction (4 points) when someone makes a
ranged attack against you. Until you move or use your action for something else, you beat
your wings, generating a vortex of wind in a 30 -foot cone. Creatures making ranged attacks
through the cone (including any that triggered the us e of this ability) have disadvantage.
Creatures of Medium size and smaller must make a Strength (Athletics) check or be blown
away from you, out of the cone. The DC is 8 + your proficiency bonus + your Strength,
Dexterity, or Constitution bonus. Medium cre atures have advantage on the check.
You cannot use this ability if you’re unable to fly due to injury or exhaustion. On your
turn, you can use a bonus action to point the cone a different direction.
YEEEOUCH!
Poked in the butt with something sharp, or sudd enly notice you’re on fire? Fight or Flight
kicks in and you go flying.
Activate as your reaction when you take damage. You fly 30 feet in any direction, even
vertically. This movement does not provoke opportunity attacks. =f you’re midair at the end
of th is movement you fall, although the GM may let you attempt a DC 10 or 15 Athletics or
Acrobatics check to grab onto something.

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Zinger Rules
Overview
Zingers are an optional, one -time -use abilities that encourage teamwork while adding
a CCG -like element of random fun to the game. They are similar to 4th edition D&D’s
Fortune Cards. Before the campaign begins, the GM should decide whether to use zingers
or not (although it’s easy to add or r emove them later). If zingers are not in use, obviously
those feats and other abilities that reference them should also not be used.
Where to Get Them?
Zinger pages will be linked in the description for the MLP:45e document, at
cheezedoodle96.deviantart.co m. Initial plans are for a new document full of them for each
season of Friendship is Magic.
In -Game Acquisition
There are a number of ways to acquire zingers:
 Every player draws one zinger after taking a long rest. Some abilities allow extra
cards to be drawn at this time.
 At the end of each game session the players should cast a secret vote (drop
scraps of paper in a hat) for one of their fellow players for their efforts at
making the game more enjoyable for everyone (whatever form that takes). The
GM co unts the votes and awards a zinger to the winner.
 At the end of each game session the GM should also award a zinger to a second
player for their good roleplaying, problem -solving, or joke -telling.
 If there is an epic battle or challenge ahead, the GM may choose to award one
or more zingers to each player as a means of boosting their preparedness.
 Zingers can be given away to other players (see below).
Hand Size Limit
Each player is limited to holding a maximum of three zingers at a time. If they find
thems elves with more than three for whatever reason, extras can be given away to other
players or discarded if everyone is maxed out. On your turn (in combat) or any time (out of
combat) you can give away a zinger to any other player who isn’t maxed out. Many z ingers
allow you to play them on behalf of a friend, as well.
Playing Zingers
Each zinger card states when it can be played, and what type of action it takes to
play it (if any). If an action type is not specified, it does not take any action to play it,
although many cards have conditional requirements that need to be met in order to play
them. Once a zinger is played, the card is sent to the discard pile unless it states
otherwise. For extra fun, every player should read the zinger’s quote out loud when t hey
play it (or adapt it to the in -game situation at hand).
Benefits
Most zingers give you and/or your friends an immediate benefit. Often they’re
played to react to a situation to remove a condition or grant a second chance at
something. Unless the card n otes otherwise, you carry on as if the original result never
happened. If the zinger grants a bonus to ability checks, remember that in 5th edition
D&D that also applies to skill checks (since all skill checks are ability checks, but not all
ability checks are skill checks).
Special Keywords
In order to save space, some zingers use the following keywords/icons:
 Bonus Draw: When you draw this card, immediately draw an extra card.
 Duration: Once played, this card is discarded after this amount of time
passes in-game (not real life). If it states next rest, it lasts until the next short
or long rest is completed. If it states long rest, it lasts until the next long rest
is completed.
 Misfortune: This type of zinger is harmful to the players. See below.
Tokens
A number of zingers tell you to place tokens on them when played. Tokens can be
glass beads, coins, candy, or other items you have handy. Unless otherwise specified,
token cards and unspent tokens are discarded when you complete a short or long rest,
or whe n the tokens are all removed.
Misfortune Cards
A few zingers are actually harmful. These usually instruct you to play them
immediately when drawn, or give to the GM. They always have the Bonus Draw
keyword, allowing you to draw a replacement.

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6

Optional Zin ger Rules
Expiration Date
To prevent players from hoarding zingers, the GM can require all players to discard
their zingers at the end of a long rest, before they draw their new one for the day.
GM Always Draws
Whenever the party draws zinger cards after a long rest, the GM draws one for every
two player characters. The GM can then use these zingers on behalf of the players’
opponents, helping to level the playing field. If you use this limit, the GM should have a
hand size limit equal to the number of play er characters.
Hand Size
The default limit of 3 zingers per player is arbitrary. This can be raised or lowered as
the GM sees fit, although be careful not to hamstring feats that allow the drawing of extra
zingers per day.
Scene Limit
To prevent players from unloading a lot of zingers at once, the GM can limit each
player to using a single zinger per combat encounter or non -combat challenge. They can
still give their cards away to other players to use, however.

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Design & Development (AKA: Where to direct complaints)
Cheezedoodle Cheezedoodle96@gmail.com http://cheezedoodle96.deviantart.com/

Contributing Artists
I want to especially thank all of the artists who agreed to allow their wonderful art work to be used. Please visit them and give them some
appreciation. They retain their individual rights to thei r 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
http://yakovlev -vad.deviantart.com/


Ziom05
http://ziom05.deviantart.com/

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98

Special Thanks
Special thanks to KrazFabbit on DeviantArt for additional race balancing considerations.
License
The author is not affiliated with Hasbro or its subsidiary Wizards of the Coast, and claims no ownership of any names of char acters or
concepts owned by Hasbro, Hasbro Studios, Studio B Productions, DHX, or Top Draw A nimation. 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 .



You are free to:
 Share — copy and redistribute the material in any medium or format
 Adapt — remix, transform, and build upon the material
 The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
 Attribution -You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in
any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
 NonCommercial — You may not use the material f or commercial purposes.
 ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as
the original.

To -Do List:
Update Death domain to match info from 5e DMG.

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99

Changelog
Version 0.9 0
Initial beta release 6/29/14
Version 0.91 Updates
Update for Official Release of D&D 5th Edition Player’s :andbook
General Changes
All references to the Gossip skill have been removed. See the chapter 4 updates
section for details.
Chapter 2 & 3: Character Races
General Races
 Ability scores updated for all races to more closely match D&D 5e final
release.
 Natural weapons reduced in damage die size, add finesse keyword.
 Most racial traits that granted advantage in a skill changed to proficiency in
that skill, to match D&D 5e final release.
 Slow Fall ability of numerous races renamed to Glide .
 Darkvision and Low Light Vision racial tra its updated to match D&D 5e final
release.
 Races which had Arcane Initiate feat updated to the D&D 5e final version of
that feat, Magic Initiate.
Earth Pony
 Resilient trait renamed due to a feat of the sa me name being in the D&D 5e
PHB and also revised.
 Everyone’s Best Friend racial trait revised.
 Crafty racial trait revised.
Pegasus Pony
 Lightning Reflexes added to Pennate pegasus.
 Sunlight Sensitivity removed from Nocturnus pegasus.
Unicorn Pony
 Arcane Apprentice trait allows an additional 1st -level spell .
Buffalo
 Stampede trait updated to account for D&D 5e final version’s lack of a
charge action.
Diamond Dog
 Keen Nose trait reworded.
 Magic -Resistant trait revised.
Donkey
 Stubborn trait now uses reaction.
 Resilient trait renamed due to a feat of the same name being in the D&D 5e
PHB and also revised.
 Brave trait now also applies against effects that terrify.
Dragon
 Immature Wings trait now allows multiple uses with exhaustion risk.
 Dragon Bloodline trait updated to add a quickened breath option.
Griffon
 Ferocious Roar’s frightened effect triggers on a save failed by 5 or
more (was 10 or more).
 Pounce updated to account for D&D 5e final version’s lack of a
charge action.
Minotaur
 Removed 10’ reach.
 Added new trait: Orienteering Ace.
 Show Them That You Rock trait revised.
Zebra
 Astute Observer updated to include saves against illusions.
 Meditative Healing now allows group healing.
Deerfolk
 Ancient Pact now includes divine classes (cleric, paladin) as well as
primal classes (druid, ranger) .
 One With Nature racial trait added.
 Elusive trait updated to work with new rules for disengage action.
 Fey Step removed, replaced with the D&D 5e wood elf’s ability to
hide while only lightly obscured.
Hippogriff
 Added missing Sky Hauler trait.
Kirin
 Racial traits revised to match any revised pony traits they were
derived from.
Chapter 4: Character Options
General Domains
 Added an introductory section on the major power players of
Equestria, with suggestions on ho w they interact with the domains
and clerics/paladins.
 Domain capstone abilities moved down to 17th level, and damaging
abilities added at 8th level to match D&D 5e final release domain
abilities.
 Added a section for each of the official domains from the D &D 5th
Edition Player’s :andbook on how to use them in Equestria, some
with house rules.
Chaos Domain
 Domain spells revised
 Let Chaos Reign ! changed to once per short rest.
 Wild Surge self -damage clarified.
Love Domain
 New domain added
Moon Domain

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 Domain spells revised
 Righteous Zeal domain feature added.
Shamanism Domain
 This domain received extensive revisions.
New Skills
 Gossip: =n the D&D 5e playtest, the Search skill didn’t really conflict with
Gossip as a skill concept. In the final release of 5th edition, Search was
renamed Investigation, and it has expanded to encompass similar game
space. Therefore, Gossip has been removed. In its place, the Deception,
Persuasion and Investigation skills should be used, depending on the need.
New Feats
 Many feats u nderwent extensive revisions. Please review any feats you
chose from the previous version to see if they were updated.
 Exceptional Skill: Feat removed.
Chapter 5: Magic
Apprentice’s Conjuration: Changed chance to notice to a flat DC 12.
Apprentice’s Teleki nesis: Re-worded for clarity.
Cloud Walk: Added Ritual keyword .
Come to Life: Modified berserk table to be less deadly .
Dust Devil: Changed from Strength save to Strength or Constitution save.
Eldritch Blast: Added this warlock spell to the Wizard spell list, because it fits the
iconic MLP unicorn energy blast so well.
Fabricate: Cut this spell as it now appears in the D&D 5e Player’s handbook.
Gossamer Wings: Cloudwalking ability is now lost when the wings are destroyed, to
match the episode.
Reverse Gra vity: Renamed to Down Is Up because the D&D 5e PHB has added its own
version of the spell. Also reduced maximum duration to 1 minute.
Telekinesis: Reworded for clarity, increased some weight limits.
Chapter 6: Equipment
Added numerous new items, both custo m and from the D&D 5e Player’s :andbook.
Healer’s Kit: Added new use for proficient users.
Cameras: Changed tool proficiency from film development kit to the camera itself.
Chapter 7: Gameplay
Help Up: Revised to work with the addition of bonus actions.
Overrun: Updated references to the Hustle action to Dash instead.
Chapter 8: Cartoon Physics
General: New power now learned at every 4th level. Additional points come slightly
earlier, at the same 4 -level interval.
Hold Your Horses: Updated to work with finalized 5e action economy.
Pancake Landing: Simplified and allowed for higher scaling.
Adrenaline Rush: Now benefits melee and thrown damage.
Afterburners: Removed Constitution check for 10x speed, simplified.
Ambush Bush: Activation is now a bonus actio n.
Fastball Special: Updated to allow for lack of a charge attack in D&D 5e.
Flank Check: Switched to a bonus action.
Hammerspace: Reduced cost to 1 point.
Level -Headed: Now also applies to Terrified.
Mischievous Critter: Switched to a bonus action.
Puppy -Dog Eyes: Changed Charisma attack modifier to granting a flat 20
Charisma for one round.
Ride ‘Em Cowpony: Creatures can attempt to shake you off as a bonus action.
Scaredy -Cat: Switched to a bonus action, granted immunity to constructs.
Sixth Sense: Reduced to a single attack and check/save.
Wall Jump: Simplified jump distances.

Version 0.92 Updates
Update for MLP Season 3 and release of D&D 5th Edition DMG and Elemental
Evil Player’s Companions , with additional race balancing.
General Changes
 Repla ced references to skill checks with ability checks. All skill checks
are ability checks, but not all ability checks are skill checks.
Chapter 1: Q&A
Updated several references, and discussion on the current D&D product
releases available.
Chapter 2: Canon Character Races
Andalusian: People Pony bonus now also applies to Charisma saves
Crystal Pony: Added psychic vulnerability.
Buffalo: Stampede damage now scales with level
Doberman: Crafty now also g rants a bonus skill proficiency
Donkey: Poison -Resistant trait added
Dragon: Dragon Breath damage increased. Snaky Tongue and Tail Grab added
to Dragon Bloodline options . Scaly Hide trait added. Glide renamed to Slow Fall to
differentiate it from a superior ability other winged races possess. Natural weapon
dam age increased from 1d4 to 1d6.
Griffon: Pounce damage reduced slightly, but now scales with level.
Mastiff: Armor Mastery replaced with Thick Hide
Minotaur: Added darkvision , 60’ . Show Them That You Rock damage now
scales with level.
Unicorn: Arcane Apprentice now grants both a cantrip and a 1st -level spell.
Advanced Studies grants both a language and a skill or tool proficiency.
Chapter 3: Fanon Character Races
Changeling Orphan: Flight speed boosted to 40 feet, and added omitted Sky
Hauler bonus car toon physics ability
Hippogriff: As multicultural individuals, hippogriffs now receive a bonus
language of their choice

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Kirin: Added +1 Constitution bonus baseline, s peed penalty removed, and breath
weapon boosted t o be equivalent to full dragons. Natural weapon damage increased from
1d4 to 1d6. Pegasus kirin flight speed reduced to 40 feet to compensate.
Chapter 4: Character Options
Cutie Marks: Complete revision of this section, added notes on how to tie them in to
Inspiration
Cleric Options: Added a temporary sidebar discussing King Aspen.
Chaos Domain : Let Chaos Reign ! reverted to once per long rest, to keep it in line with
existing PHB domains. Added option to use Discordant Magic table.
Sorcerer Options: Added information on sorcerers in Equestria, including new options
for the existing Wild Magic and Draconic Bloodline sorcerous origins, and the new
Stormborn sorcerous origin.
New Skills & Skill Uses : Gossip function of Invest igation skill now uses Charisma .
Minor clarifications made to language of several skill uses.
New Feats: Several feats had minor language clarifications, others received more
significant changes:
 Agile Flyer: Added Gusty ability (use of Gust cantrip).
 All-Team Organizer: Expert Advice can now affect saving throws.
 Angelic Demeanor: Loosened some requirements.
 Connected Destiny: Added a third benefit, Unfinished Destiny.
 Cartoon Physique: You can now learn multiple signature moves by taking
the feat more than once.
 Changeling Soldier: You can now select Intelligence for the ability increase.
 Critter Friend: Added Animal Handling prerequisite, and temporary hit point
benefit after rests .
 Draconic Flight: Added this new feat to let dragons fly full -time.
 Draconic Might: Updated to allow for kirin.
 Embrace the Stars: New feat added.
 Essence of the Everfree: New feat added.
 Fade Away: Renamed to Nature’s Veil and expanded. You can also attempt
to hide when using this ability.
 Gale Force : Added Gusty ability (use of Gust cantrip).
 Kirin Heritage: Eliminated this feat, as it is superseded by revised versions of
Draconic Might , Pegasus Pride , Salt of the Earth , and new feat Embrace the
Stars.
 Mighty Flyer : Added Gusty ability (use of Gust cantrip).
 Pack Rat: Can produce one inexpensive item between s hort rests.
 Pegasus Pride: New feat added.
 Scaly Dragonhide: Updated to account for dragons now getting an AC
bonus, emulates physical armor.
 Salt of the Earth: Revised and balanced with Draconic Might, Embrace the
Stars, and Pegasus Pride.
 Selfless Protec tor: Stay on Your Hooves now reduces you to 1 HP instead of
reducing the damage taken by half.
 Sophisticated Socialite: Reduced to 2 skills to line up with other feats of the
same type.
 Virtuoso: Changed the list of potential spell effects.
 Weather Mastery : Added Gusty ability (use of Gust cantrip).
Hindrances : Added this new sub -system and one hindrance to start with:
Flight Camp Flunker.

Chapter 5: Magic
Added components to all spells
Added spell list for the sorcerer class
Apples to Oranges: Added this new spell
Dust Devil: Renamed to Whirlwind to avoid conflicting with the spell of the
same name in the Elemental Evil Player’s Companion .
Inseparable: Added this new spell
Overgrowth: Added this new spell
Rapid Teleport: Added this new spell
Telekinesis: Added ability to 3rd -level version to use on yourself as a react ion
to eliminate falling damage
Time Hop: Added this new spell
Zip It!: Added this new spell
Chapter 6: Equipment
Added a section on currency types
Chapter 8: Cartoon Physics
Adrenaline Rush : When activated, ends any grapple or restraining conditions.
Afterburners: Modified to include an increased ground speed option and
reduced the duration. This supersedes the deprecated Running Wind -Up.
Blend In: Added this new ability
Cram Session: This ability has been renamed and expanded into Montage
Eat My Dust: Added this new ability
Lead by Example: Added this new ability
Mischievous Critter: Added an option t o interrupt spell concentration
Montage: Added this new ability, which expands on the deprecated Cram
Session
Ninja Moves: When activated, ends any gr apple or restraining conditions
Running Wind -Up: Removed. Superseded by the revised Afterburners
Wall Jump: Greatly simplified, and added visual examples
YEEEOUCH!: Added this new ability
Vers ion 0.93 Updates
Update for MLP Season 4 & 5 (partial)
Chapter 1: Questions & Answers
Magic: Revised the Q&A on magic. Bard class is now open to all races.
Sources: Updated the list of source books available.
DM’s Guild: Added a note on this new, valuable resource.

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Chapter 2: Character Races
Flying races (general): Added a sentence on how exhaustion affects flight.
Natural weapons (general): Most natural weapons are now both finesse and heavy
weapons. Use whichever is more advantageous.
Earth Pony: Earth po ny characters were missing an ability score bonus. Now they
receive +2 to one score and +1 to the other two.
Arabian: Fixed the wording of their ability score bonus (+2 to one, +1 to two)
Crystal Pony: Crystal Heart Champion’s damage reduction is now equal to proficiency
bonus.
Dragon: Added the Breath Weapon Trick and Agile Feet bloodline abilities, and
renamed Tail Grab to Prehensile Tail and expanded it.
Griffon: Added a sidebar on griffon subraces .
Minotaur: Show Them That You Rock can now be used as a bonus action if you take
the dash action on your turn. Bumped fist damage up to 1d6.
Yak: New race added
Chapter 3: Comic & Fanon Races
Boar: New race added
Deerfolk: Elusive ability of reindeer and white -tails is now triggered by any attack, not
just melee. Added a sidebar on the topic of the MLP comic deer.
Half -Siren: New race added
Chapter 4: Character Options
Exemplar Bard: Exemplars now get a fighting style at level 1.
Investigator Background: Investigators lose proficiency in th e camera film
development kit/photographer’s kit and gain proficiency in the disguise kit, and receive a
free disguise kit.
Farmhoof : Added this new variant of the Folk Hero background.
Everfree Elixir: Added this new feat for deerfolk.
Sorcerer Options: Added a comment noting the alternate Storm origin in the Sword
Coast Adventurer’s Guide , as well as a mention of the Shadow origin appearing in the
Unearthed Arcana: Light, Dark , Underdark! article.
Warlock Options: Added this new section.
Chapter 5: Magic
Warlock Spells: Added this missing section.
Lightning Spark: Added this new cantrip for druids, sorcerers, warlocks, and wizards.
Overgrowth : Added this new spell for druids an d rangers.
Chapter 6: Equipment
Cameras: The change to camera making it a tool you can be proficient in has been
reverted . Instead, the Camera Film Development Kit has been renamed to Photographer’ s
Kit. Now you need proficiency in the Photographer’s Kit i n order to develop photos. All
references to the camera as a tool have been changed to Photographer’s Kit.
New items: snowshoes, itching powder, sneezing powder, sugar pine glue, toxic
environment suit, fire proximity suit, life vest .
Tools: Added the full list of artisan’s tools from the Player’s :andbook (except
cobbler’s tools!), gaming sets, and musical instruments, as well as a number of new
ones.

Chapter 7: Gameplay
Lassos: Added a section on lasso rules
New conditions: Removed the marked condition a nd all references to it.
Jumping: Added a humorous option for jumping off couches, beds, and sofas ,
and other springy objects to increase distance.
Chapter 8: Cartoon Physics
Added an optional slower advancement rate for slots and points.
Balloonomancy: Ne w ability
Hidden Talent: New ability
Prehensile Hair: New ability
Role Player: New ability
Wind Shield: New ability
Chapter 9: Zingers
Finally added . Link to the actual printable sheets is under the deviantart entry
for this file.
X