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# System prepended metadata

title: Pony Character Options

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Written by Quote and Gilded

# Races

The following pony character options, as intended, are only supposed to be used alongside the other races in this document. They vastly outclass the base PHB and other published races, and would result in a potentially unbalanced experience if used together.


## Pony
***Ability Score Bonus:*** When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1.
***Creature Type:*** Equinoid
***Size:*** Medium
***Speed:*** 30 feet 

![1051699347986845737](https://hackmd.io/_uploads/S1gb7TAYa.gif)

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***Hooves.*** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Languages.*** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

***Special Talent.*** You get to pick an option from the *Special Talent* section below.

> **Things to keep in mind!**
> 
> ***Hands versus Hooves***
> As horses, we don't get any hands, but you can still pick things up with your forehooves or mouth as normal. For the purpose of rules that refer to hands, you have two - the role of which is filled by your hooves, mouth, or other appropriate appendage of your choice. Overthinking it any more than this would just be a pain.
> 
> ***Relative Balance***
> Ponies are significantly more powerful than official 5e races; this is by design. Ponies are heavily defined by their magical powers, which can only be represented through a high power budget. As a result, **the races represented here are balanced against each other - not against existing 5e races**. Adjust your encounters accordingly.

> **Pony Variant: Crystal Pony**
> As a Crystal Pony, replace Buck with the following feature, and you can't pick any variant features of your chosen subrace:
***Crystal Body.*** You have resistance to radiant damage.

> **Pony Variant: Sea Pony**
> As a sea pony, replace Buck with the following feature, and you can't pick any variant features of your chosen subrace:
***Aquatic Transformation.*** You have a swimming speed equal to your walking speed and can breathe underwater. While submerged in water, the lower half of your body changes to become fish-like.


### Earth Pony
***Earthen Affinity.*** Your connection with the earth allows you to subtly influence plantlife. As an action, you can touch a patch of plants and cause them to rapidly flower and bloom. You also harvest twice the normal amount of food when foraging and harvesting plants.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Versatile Origin.*** You gain an additional feat.

> **Earth Pony Variant: Zebra**
> As a zebra, replace Earthen Affinity with the following feature:
***Poison Resistance.*** You have advantage on saving throws to avoid being poisoned.

> **Earth Pony Variant: Snow Pony**
> As a snow pony, replace Earthen Affinity with the following features:
> ***Fluffy Coat.*** You have resistance to cold damage, and advantage on Wisdom (Survival) checks to survive in cold or harsh climates.

> **Earth Pony Variant: Deer**
> As a deer, replace Powerful Build with the following feature:
> ***Markless.*** You can only pick a feat for your *Special Talent*.
> ***Swift Hooves.*** Your base walking speed increases to 35 feet.


### Pegasus
***Flight.*** You have a flying speed equal to your walking speed. This flight is magical, but cannot be used if your wings are bound or restricted.
***Cloud Magic.*** You can stand on and interact with clouds as if they were solid objects. As an action, you can affect a 10-foot cube of cloud within reach in one of the following ways:
* You move the cloud section up to 30 feet in any direction.
* You cause the cloud section to release rain or snow for 1 round, dependent on climate. This disperses the cloud section.
* You cause the cloud section to emit a clap of thunder which can be heard up to 300 feet away.
* You disperse the cloud section.

> **Pegasus Variant: Bat Pony**
> As a bat pony, replace Cloud Magic with the following feature:
***Bat Senses.*** 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. As part of the Search action, you can focus your senses, gaining blindsight to a range of 60 feet until the end of your turn. You can't use your blindsight while deafened.


### Unicorn
***Magical Horn.*** The magic contained within your horn allows it to serve as a spellcasting focus, and spells cast through it are cast without somatic components. In addition, it grants a number of magical options below. Using your horn as a focus or for any of the following options causes it to shed dim light in a 10-foot radius. Objects manipulated with your telekinesis shed this same light.
***Natural Telekinesis.*** Through magical levitation, you can manipulate objects within 10 feet of you. These objects cannot exceed a combined weight of 10 pounds, and the telekinesis cannot wield a shield.
***Telekinetic Weapon.*** You can make weapon attacks with objects held in your telekinesis. When you do so, you use your Intelligence, Wisdom, or Charisma modifier (choose when you select this race) instead of Strength or Dexterity modifier for the attack and damage rolls. When you make a melee attack with your telekinesis, your reach for it is 5 feet greater than normal. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
***Unicorn Magics.*** You know the *light* cantrip, and can cause your horn to shed light with it. Starting at 3rd level, you can cast the *shield* spell with this trait. Starting at 5th level, you can also cast the *misty step* spell with this trait. Once you cast *shield* or *misty step* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

> **Unicorn Variant: Kirin**
> As a Kirin, replace Unicorn Magics with the following features:
> ***Markless.*** You can only pick a feat for your *Special Talent*.
> ***Fire Affinity.*** You have resistance to fire damage.
> ***Kirin Magics.*** You know the *produce flame* cantrip. Starting at 3rd level, you can cast the *armor of agathys* spell with this trait. When you cast *armor of agathys*, it deals fire damage instead of cold damage. Once you cast *armor of agathys* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level.
> Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast them with this trait (choose when you select this race).


## Changeling
***Ability Score Bonus:*** When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1.
***Creature Type:*** Fey
***Size:*** Medium
***Speed:*** 30 feet 

***Markless.*** You get a *Special Talent*, but you can only pick a feat.
***Hooves.*** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
***Magical Horn.*** The magic contained within your horn allows it to serve as a spellcasting focus, and spells cast through it are cast without somatic components. Using your horn as a focus causes it to shed dim light in a 10-foot radius.
***Flight.*** You have a flying speed equal to your walking speed. This flight is magical, but cannot be used if your wings are bound or restricted.
***Shapechanger.*** As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, sex, and other distinguishing features. You can adjust your body shape and height between sizes Medium and Small, but the form you adopt must have the same basic arrangement of limbs that you have. You can make yourself appear as another race of equinoid, though none of your game statistics change. If your form doesn't possess wings or a horn, you lose access to those features until you end the form. Your clothing and equipment aren't changed by this feature.
You stay in the new form until you use an action to revert to your true form or until you die.



## Griffon
***Ability Score Bonus:*** When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1.
***Creature Type:*** Equinoid
***Size:*** Medium
***Speed:*** 30 feet

***Markless.*** You get a *Special Talent*, but you can only pick a feat.
***Claws.*** Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
***Flight.*** You have a flying speed equal to your walking speed. This flight is magical, but cannot be used if your wings are bound or restricted.
***Eagle Eye.*** You have superior vision, allowing you to spot and read fine details up to a mile away.
***Lion Heart.*** You have advantage on saving throws against being frightened.
***Cloud Walking.*** You can stand on and interact with clouds as if they were solid objects.

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## Dragon
***Ability Score Bonus:*** When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1.
***Creature Type:*** Dragon
***Size:*** Medium
***Speed:*** 30 feet

***Flight.*** You have a flying speed equal to your walking speed. This flight is magical, but cannot be used if your wings are bound or restricted.
***Draconic Resistance.*** You have resistance to fire damage.
***Chromatic Warding.*** Starting at 5th level, as an action, you can bolster your scales with draconic power. For 1 minute, you become immune to fire damage. Once you use this trait, you can't do so again until you finish a long rest.
***Breath Weapon.*** You can use a bonus action to exhale magical energy. Each creature in a 30-foot line that is 5 feet wide must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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# Special Talent
When you create a pony character, you choose either a **free feat** or a **cutie mark**.

This talent distinguishes your character as more unique in this world, granting them additional tools to approach problems (or hit things harder).

## ♥ Cutie Marks

You can discuss with your DM the creation of a unique homebrew ability that represents a special talent or quirk of theirs, using these examples as a guide.

Whatever it is should be represented on a case by case basis, but here are some examples:
- Extra bonus to using a particular skill, or on certain rolls.
- A unique limited use ability.
- Transposing one ability score with another for a certain feature.
- A feat, class feature, or racial ability not common to ponies.
- Part of a spell effect, with limited or constant effect.

All in all, this could add up to something equivalent in power to a feat, but completely unique to your character!

### Animal Handler
### Artist
### Astrologer
table of abilities akin to that one bard
### Blacksmith
damage reduction on armor or temp hp, 
### Cheerleader
yippy bardic inspiration
### Clown
make things disappear iunno
### Farmer
awdawda
### Florist
advantage on cha checks, distract enemies
### Fortune Teller
that one bard
### Magister
basically, magic initiate
### Ponice
bonus to tracking down creatures, 
### Power Lifter
push drag lift, throw things
### Shopkeep
better prices!
### Stage Magician
***Features:*** Rope trick, pyrotechnics










<!--
acrobat
singer
dancer
doctor (this is the healer feat)
noble/aristocrat
apothecary
inventor (artificer)
swindler
detective
musician (this is a bard bro)
animal handler
philosopher
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# Background
When selecting your pony's background, choose what items and equipment would make sense for them to start with. Keep it reasonable, likely nothing magical unless its important to the story.

You'll probably have a bunch of `Bits` to start with, but how much depends on the world's economy lmao.

<!--
this section above is probably unnecessary thanks to the custom background guidance existing baseline in 5e
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**Background Feature: Snow Walk**
If your character was raised by snow ponies, you likely learned the ability to **snow walk**, which allows you to walk on snow without falling into it.

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## Classes
Ayo what level we starting at? Lol.

`Quote: When we think about how D&D mechanically fits into Equestria, theres a few things to potentially keep in mind.`
- `D&D abilities can have brutal flavor, maybe should be changed for cute ponies hehe`
- `Magic has a certain set of expectations for the setting in D&D, which means some spells feel a bit weird. Choosing more flavorful or homebrew options may help things feel more 'pony'.`
- `Although magic can be a wishy washy concept, I can't remember the last time I heard of religion in MLP (unless I'm remembering wrong). Which means the innate flavor of Clerics is sort of 'eh', but y'know. Warlocks make perfect sense though! Maybe just use their flavor so it makes a bit more sense for Equestria?`

--->

# Feats
Ponies don't have feet! We should call them Hooves...

### Sudden Musical
**Prerequisite:** Pony
As an action, you can spend 1 Inspiration to make a Charisma (Performance) check. Every creature in the vicinity must succeed on a wisdom saving throw against your result or be sucked in to your musical. The musical lasts for three and a half minutes. During this time, you can actively control everyone that got sucked into the musical, as if they were under the *suggestion* spell. To maintain the musical, you actually have to act out and sing your parts.

### Wingblades
**Prerequisite:** Pegasus
Increase your Strength or Dexterity score by 1, to a maximum of 20.

You can attach one-handed melee weapons to each of your wings (referred to as your wingblades), granting you the following benefits while using them:
- When you take the Dash action while flying, you can make a single melee attack with your wingblades against a creature who enters within your reach during the movement.
- You gain a +1 bonus to AC so long as you aren't wielding a shield or holding a weapon in your hooves.

### Teleportation Adept
**Prerequisite:** 4th level, Unicorn
- You can cast the *misty step* spell using your *Unicorn Magics* trait starting at 4th level, instead of fifth. In addition, you can cast the spell for free a number of times equal to your proficiency bonus, rather than just once. You regain expended uses of this feature when you finish a long rest.
- When you cast *misty step*, you can choose to bring along one creature within 5 feet of you, teleporting them to an unoccupied space adjacent to your destination. Unwilling creatures must succeed on a Constitution saving throw against your spell save DC to avoid this effect. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. If there is no free space for them to occupy, they are not brought with you.

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edited since unicorns do not gain misty step use until 5th level. Also this feat is terrifying.
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### Telekinetic Adept
**Prerequisite:** Natural Telekinesis, Telekinetic Weapon
- You ignore the usage limit on your *Telekinetic Weapon* feature.
- The weight limit of your *Natural Telekinesis* increases to 100 pounds, and can be used to grapple creatures.


### Nirik Transformation
**Prerequesite:** Kirin


### Griffon's Greed
**Prerequesite:** Griffon
Griffonstone's lust for treasure and success lives within you, granting the following benefits:
***Grabby Claws.*** As a bonus action, you can make a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature you can see within 5 feet of you. If you succeed, you take one hand-held item of your choice that you can see on the target. The item can't be one that the target is holding.
***Double or Nothing.*** You can push your luck for a chance at greater results. When you would hit a target with an attack, you can choose to roll an additional d20. The attack must use the new roll, becoming a critical hit on a success. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


### Frost Magic
**Prerequesite:** Snow Pony
***Ice Spear.*** By performing a 10 minute ritual, you can conjure a spear made of ice, which deals magical cold damage instead of its normal damage type. It returns to your hooves immediately after it is used to make a ranged attack. This weapon lasts until you use this feature again.
***Shamanic Charms.*** At the end of a long rest, you can create magical charms and runes to grant various benefits to their bearer, chosen from the following effects. You can maintain an amount of these charms equal to your proficiency bonus, and creating a new one over that amount will cause a charm of your choice to cease functioning.
- **Protection Charm.** If the bearer of this charm is reduced to 0 hit points, the charm shatters and they are instead reduced to 1 hp. A creature can only benefit from this effect once per long rest.
- **Runic Charm.** When a creature bearing this charm hits with a weapon attack, the rune's power can be expended to deal an extra 2d8 cold damage, and cannot be used again for 10 minutes.
- **Spirit Charm.** The bearer of this charm can cast *speak with dead* at will.




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### Little Cutie Pie!!!
**Prerequisite:** Pony (mare)
You're cute, so so cute! omg!!
- Increase your Charisma score by 1, to a maximum of 20.
- Your size becomes Small, regardless of what it was prior to taking this feat. SO SMOL OMG!
- You're just so cute that other ponies forgive any first transgressions you make with them, such as attacking them or committing a crime. Though some MEANIES don't care about cuteness and may not forgive you!!

*"I'm baby :3"*
\- real ass gangsta

### Professional Hoofballer
**Prerequisite:** Pony
You're just so good at sports!!
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in Athletics, and double your proficiency bonus for any ability check you make with that skill.
- Your throwing distances are doubled, and attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- You can take the Shove action as a bonus action on your turn.

### Hardcore Cope
**Prerequisite:** Earth Pony
At the end of a long rest, you can choose to craft one of the following contraptions. While wearing a contraption, you gain its effect.
- ***Mechanical Wings.*** You gain a 10 ft. flying speed and the ability to hover.
- ***Hoof Magnets.*** You gain a climbing speed equal to your walking speed.
- ***Step Springs.*** Your jump distances are tripled, and your walking speed is increased by 5 feet.

If you already had an active contraption when you craft a new one, the old one ceases to function.

### Power Within
**Prerequisite:** Earth Pony, Spellcasting
- Increase your Strength score by 1, to a maximum of 20.
- You can use your Strength modifier in place of your spellcasting Ability modifier for casting and preparing spells.
- [ cast *mage armor* once per long rest ]

### Family Roots
**Prerequisite:** 8th level, Earth Pony
Increase one Ability score of your choice by 1, to a maximum of 20.

When you take this feat, your character dies or permanently retires from adventuring. Make a new character who is a blood relative of your old character at the same level (eg: son, sister, father), but they gain the first level features of whatever class the old character was in addition to their new build. You can only ever take this feat once per level. This feat can be taken multiple times, stacking the class levels each time you do so. You cannot use this feat to stack a class to a higher level than your current level.

### Flight Training
**Prerequisite:** Pegasus
- You can fly at full speed while you have an ally grappled.
- Your flying speed increases by 10 feet. 
- You can cast *gust of wind* a number of times equal to your proficiency bonus.

### X
**Prerequisite:** Pegasus
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
- 

### Cloudbuster
**Prerequisite:** 8th level, Pegasus
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
- [ cast *lightning bolt* a number of times equal to your proficiency modifier, if you buck a cloud ]

### Telekinesis Adept
**Prerequisite:** Unicorn
- Your *Passive Telekinesis* can interact with up to four objects at once.
- You can make weapon attacks with weapons held in your *Passive Telekinesis*.

### Horn Laser
**Prerequisite:** Unicorn
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You know the *eldritch blast* cantrip. Your spellcasting ability for this spell is the same as the one you chose for your *Unicorn Magics* trait. When you cast *eldritch blast*, you can choose to apply one of the following effects to the casting.
- ***Flame Beam.*** The spell deals fire damage, and the next attack roll made against each target is made with advantage. If you target a surface with this spell, it catches fire.
- ***Frost Beam.*** The spell deals cold damage, and reduces the speed of each target to 0 until the start of your next turn. If you target a surface with this spell, a layer of ice forms over it.
- ***Light Beam.*** The spell deals radiant damage, and inflicts Blinded on each target until the start of your next turn.
 
You can apply each effect a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

- After you teleport, you can emit a burst of force. Each creature within 5 feet of you must succeed on a Strength saving throw against your Spell Save DC (determined by your *Unicorn Magics* trait), or be pushed 5 feet away from you on a failure.
- If you teleport within 5 feet of a creature, you have advantage on your next attack roll against them if you stay within 5 feet, and can add 1d8 + your spellcasting modifier to the damage roll of the attack.
- When you cast *misty step*, you can drag a number of willing creatures that is within 5 feet with you, equal to your spellcasting modifier (determined by your *Unicorn Magics* trait). Each creature appears within 5 feet of you at the new destination. If there is no space for a creature to occupy, they are not brought with you.
- You cast *dimension door* using your Unicorn Magics trait. Once you cast it in this way, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.



# Ponies in the Forgotten Realms

Chances are you might be playing a published adventure in the forgotten realms, which means you might need a guide to turning most of the humanoids into ponies, and accounting for the additional strange forms a pony can take.

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## Lineage Feats

Some ponies might come from exceptional circumstances, like other planes or blessed/cursed bloodlines. These feats can only be chosen at character creation.


### Infernal
***Hellish Resistance.*** You have resistance to fire damage.
***Infernal Horns.*** You have two protruding horns that serve as a as a spellcasting focus, and spells cast through them are cast without somatic components. If you already have a horn, it instead takes on a more fiendish appearance. In addition, when using your horn as a focus, your horn and eyes shed red dim light in a 10-foot radius, making your casting apparent.
***Infernal Magic.*** You know the *thaumaturgy* cantrip. You can also cast the *hellish rebuke* spell, without requiring a material component. Once you cast it with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

### Angelic
***Celestial Resistance.*** You have resistance to necrotic damage and radiant damage.
***Healing Hooves.*** As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
***Light Bearer.*** You know the *light* cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this lineage).

### Fire Elemental
***Fire Resistance.*** You have resistance to fire damage.
***Reach to the Blaze.*** You know the *produce flame* cantrip. You can also cast the *burning hands* spell, without requiring a material component. Once you cast it with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

### Air Elemental
***Unending Breath.*** You can hold your breath indefinitely while you're not incapacitated.
***Lightning Resistance.*** You have resistance to lightning damage.
***Mingle with the Wind.*** You can cast the *feather fall* spell, without requiring a material component. Once you cast it with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).

### Earth Elemental
***Earth Resistance.*** You have resistance to bludgeoning damage.
***Armor of Stone.*** As a bonus action on your turn, you can gain a number of temporary hit points equal to 1d4 + half your level. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Water Elemental
***Acid Resistance.*** You have resistance to acid damage.
***Amphibious.*** You breathe air and water, and have a swimming speed equal to your walking speed.
***Call to the Wave.*** You can cast the *create or destroy water* spell, without requiring a material component. Once you cast it with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).