My Little Adventurers: Races of Equestria

by TheBean

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My Little Adventurers

Races of Equestria

Pony

These charming equines hail from the magical land of Equestria, where friendship can be found in abundance and magic keeps monsters and the elements at bay. Across the wide range of pony societies, they are as diverse as the many colors that adorn their coats and manes. Each pony bears a symbol known as a "cutie mark" on their flank, a magical signifier of their personality, proclivity, or talent.

Pony Traits

Your pony character has these special traits, due to their inherent magical nature.

Creature Type. Your creature type is beast.

Ability Score Increase. Your Charisma score increases by 2.

Size. Your size is Medium.

Speed. Your base walking speed is 40 ft.

No Hands. You are unable to wield weapons or wear shields, and cannot use items which require fingers to manipulate. This does not include spellcasting foci.

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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

The Magic of Friendship. You are always ready to support your friends when they need it most. You are able to cast the Resistance cantrip without requiring material components. The target can only benefit from it's effect if you share a bond of friendship or a similarly close personal bond with them.

Languages. You can speak, read, and write Common.

Subrace. There are three different types of ponies, who all live together in harmony: earth ponies, pegasi, and unicorns. Choose one of these subraces.

Earth Pony

Earth ponies have a history of exceptional farming and reputation for unmatched hardiness. They may not have the fantastical abilities of the unicorns and the pegasi, but their intrinsic connection to nature makes them no less important to the harmony of the world.

Ability Score Increase. Two ability scores of your choice besides Charisma increase by 1.

Down to Earth. You have proficiency in one of the following skills of your choice: Athletics, Animal Handling, Nature, or Survival.

Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Faithful and Strong. You have advantage on saving throws and ability checks made against effects that would knock you prone or move you against your will.

Pegasus

The pegasi, with their power of flight, are often just as at home in the sky as they are on land. Many live in grand, floating cities built from clouds, and they are responsible for creating Equestria's weather.

Ability Score Increase. Your Dexterity score increases by 1.

Flight. You have a flying speed of 40 ft. To use this speed, you can't be wearing medium or heavy armor.

Finesse. Your unarmed strikes count as weapons with the Finesse property.

Cloudwalking. You have the ability to interact with clouds as if they were solid, including standing on them. You can also make a Dexterity (Sleight of Hand) check in order to change the properties of the cloud, such as it's shape or it's weather.

Unicorn

The horns of unicorns allow them to tap into magical ley lines, making them born spellcasters. Unicorns have long been at the forefront of the study of all things magical and arcane.

Ability Score Increase. Either your Intelligence score or your Wisdom score increases by 1.

Unicorn Magic. You know the Mage Hand cantrip. You also know a 1st-level spell of your choice from the Wizard spell list. Charisma is your spellcasting modifier for this spell. You can cast this spell once as a 1st level spell, and you can use this feature again after finishing a long rest. You can also cast this spell using any spell slots you may have.

Magical Horn. You can use your horn as a spellcasting focus. Your horn emits dim light in a 5ft. radius when you are casting or concentrating on a spell.

A note on alicorns

Alicorns are an extremely rare type of pony. They are powerful and long-lived, and only a handful have been known to exist. Towering well above other members of their species, they possess the magic of all three pony races, giving them both wings and a horn. It is possible for an ordinary pony to become an alicorn by performing an extraordinary feat, although this ascension is not well understood.

An alicorn has the same base statistics as other ponies, with the exception of their creature type being celestial instead of beast. Instead of choosing a subrace, an alicorn has the traits of all three subraces. This is not something that a player character would normally be able to attain, however.

Griffon

Half bird and half lion, with wings and claws to match, griffons have fearsome build and predatory instincts by nature. Perhaps because of this, griffons have a tendency to be stubborn and haughty creatures who don't take orders from anyone, especially other griffons. That's not to say that they can't make friends, of course, and not all of them will follow this mindset. This same self-assured spirit can also compel them to go out into the world and pursue their calling to be the best that they can be.

Griffon Traits

Your griffon character has certain characteristics in common with all other griffons.

Creature Type. Your creature type is beast.

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Size. Your size is Medium.

Speed. Your base walking speed is 35 ft.

No Hands. You are unable to wield weapons or wear shields, and cannot use items which require fingers to manipulate. This does not include spellcasting foci.

Talons. Your talons 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 or Dexterity modifier, and your unarmed Strikes count as weapons with the Finesse property.

Flight. You have a flying speed of 40ft. To use this speed, you can't be wearing medium or heavy armor.

Attitude. When you make a skill check using your Charisma, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Aarakocra.

Dragon

Throughout the land of Equestria, no creature is more mysterious and feared than the mighty dragons. The homelandland of the dragons is as harsh and unwelcoming as the dragons themselves. But, when they do venture forth, they cause the earth to rumble and the sky to darken with smoke... younger dragons, however, have a long way to go before they can terrorize villages like their elders.

In the culture of dragons, competition is paramount. Those who dominate rise to the top, and those who show weakness are at the bottom of the pecking order. Since gemstones are the dragons' favorite food, hoarding treasure comes naturally to them. Although most of them are nomadic and often quite brash, even the most hot-blooded of dragons can have an amiable core underneath their pointed scales.

Dragon Traits

Your draconic nature gives you certain attributes that you share with other dragons.

Creature Type. Your creature type is dragon and humanoid.

Ability Score Increase. Your Constitution score and your Strength score increase by 1.

Size. Dragons are born small, but grow much larger with time. Depending on you are a child or young adult, your size is Small or Medium respectively.

Speed. Your base walking speed is 25 ft. if you are small, and 30 ft. if you are medium.

Flight. Medium size dragons have a flying speed equal to their walking speed. To use this speed, you can't be wearing medium or heavy armor.

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

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Heat-Proof. You have resistance to fire damage.

Breath Weapon. You can use your action to perform an exhalation of magical flame in a 20-foot line that is 5 feet wide. Each creature in that area 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). After you use your breath weapon, you can't use it again until you complete a short or long rest.

Rough Exterior. You have disadvantage on Persuasion checks.

Languages. You can speak, read, and write Common and Draconic.

Yak

Hailing from the frigid, northern tundras, yaks are a fiercely proud people. No race has a richer culture or a mightier legacy- at least, according to the yaks. Of course, most yak traditions revolves around the practice of smashing things. Perhaps this is their way of reflecting upon the impermanence of life... that, and anger management. They may be at home in the cold, but a yak's emotions run hot. They are quick to anger and just as quick to forgive. As such, they make for fiercely loyal friends as much as they do fearsome enemies.

Yak Traits

Your yak character has a number of inborn abilities, as per their proud yak heritage.

Creature Type. Your creature type is beast.

Ability Score Increase. Your Strength score and your Constitution score increase by 2.

Size. Your size is Medium.

Speed. Your base walking speed is 40 ft.

No Hands. You are unable to wield weapons or wear shields, and cannot use items which require fingers to manipulate. This does not include spellcasting foci.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Powerful Build. You have advantage on Strength (Athletics) checks and Strength Saving throws.

Thick Fur. You have resistance to cold damage.

Yak Mad. You have proficiency in the Intimidation skill.

Yak Smash. Your melee attacks deal double damage to objects and structures.

Languages. You can speak, read, and write Common and Yikaria.

Changeling

Coming forth like a bees from their great hive, the insect-like changelings would lurk unseen in unsuspecting communities, seeking to feed on it's residents like psychic parasites by masquerading as their fellow creatures. The swarm would invade and conquer from the inside, with none the wiser until it was too late. This was the way of life that all changelings had to follow- until one fateful day, when the changeling Queen was defeated, and the race underwent a metamorphosis. No longer forced to drain other creatures for sustenance, they had the freedom to learn and grow as individuals. Their incredible abilities make them incredibly versatile, but they no longer follow warlike pursuits.

Changeling Traits

Although changelings can be hard to categorize, they all have these traits in common.

Creature Type. Your creature type is monstrosity.

Ability Score Increase. Your Charisma score increases by 2, and your Constitution increases by 1.

Size. Your size is Medium.

Speed. Your base walking speed is 35 ft.

No Hands. You are unable to wield weapons or wear shields, and cannot use items which require fingers to manipulate. This does not include spellcasting foci.

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 or Dexterity modifier, and your unarmed strikes count as weapons with the Finesse property.

Flight. You have a flying speed of 30 ft. To use this speed, you can't be wearing medium or heavy armor.

Shapechanger. As an action, you can change your form to that of a different creature. You determine the specifics of the changes, including your height, weight, color, and sex. You can't become a species of creature you've never seen. If your form has any legendary actions, lair actions, or innate spellcasting, you cannot use them. You may use a bonus action to revert to your true form. Once you use this feature, you cannot do so again until you finish a long rest.

If you transform into another playable race, your racial features except for this one are replaced with those of that race. Your hit points, ability scores, and proficiencies remain the same. Your clothing and equipment also have their appearance changed.

If you transform into a non-playable creature, you can only choose a creature whose challenge rating is less than or equal to one quarter of your level, and is of one of these types: beast or humanoid. Your game statistics except for your hit points change to reflect your new form, but you retain your alignment and personality. Your gear melds into your new form. You can't use or otherwise benefit from any of your equipment.

Languages. You can speak, read, and write Common.

Hippogriff

These pony-like creatures can change from a bird-like hippogriff to an aquatic seapony whenever it suits them. Able to live both in the sky and in the sea, hippogriffs are creatures that live their lives with a curious duality. They were not always this way, however. When the armies of the Storm King came to lay waste to the their mountain homeland, Queen Novo used the magic of the Pearl of Transformation to trade her wings for fins. Taking on this new shape, the hippogriffs made a new home in the depths of the sea. After the tyrant's defeat, they were once again able to return to the lands above the waves, and the Queen gave each hippogriff a small part of the Pearl's power. Since the new generation had never known a life out of water, many of them eagerly venture out into the world with unbound curiosity.

Hippogriff Traits

Your hippogriff character has certain abilities in common with all other hippogriffs.

Creature Type. Your creature type is beast.

Ability Score Increase. Your Dexterity score, Wisdom score, and Charisma score increase by 1.

Size. Your size is Medium.

Speed. Your base walking speed is 35 ft.

No Hands. You are unable to wield weapons or wear shields, and cannot use items which require fingers to manipulate. This does not include spellcasting foci.

Talons and Hooves. Your talons and hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal either slashing or bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier, and your unarmed strikes count as weapons with the Finesse property.

Flight. You have a flying speed of 40 ft. To use this speed, you can't be wearing medium or heavy armor.

Between Two Worlds. As an action, you can transform into a seapony. When you are in this form, you lose your flight and natural weapons and gain the following traits:

  • Swim Speed. You have a swimming speed of 30 feet.

  • Amphibious. You can breathe air and water.

  • 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.

  • Aquatic Form. When you are on land, your speed is 0.

You stay in seapony form until you use an action to revert to your hippogriff form.

Novo's Gift. Once you reach 3rd level, you can cast the Water Breathing spell once with this trait, and you regain the ability to cast it when you finish a long rest.

Languages. You can speak, read, and write Common and Merfolk.

Kirin

The Kirin are the denizens of mountain woodlands, and their reclusive tendencies have made them the subject the subject of legend and rumor until recently. They are known for both their virtues and their violent tempers in equal measure. When they are overcome with rage, a kirin will transform into a nirik, a being of fire elemental energy. This destructive tendency once caused the Kirin to repress their emotions and sequester themselves away. They have since learned to control this power through emotional mastery, but when a kirin is mad, you will definitely know about it.

Kirin Traits

Your elemental nature manifests in these traits that you share with other kirin.

Creature Type. Your creature type is monstrosity.

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Size. Your size is Medium.

Speed. Your base walking speed is 40 ft.

No Hands. You are unable to wield weapons or wear shields, and cannot use items which require fingers to manipulate. This does not include spellcasting foci.

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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Kirin Magic. You know the Mage Hand cantrip.

Elemental Traces. You have resistance to fire damage.

Burning Rage. Starting at 3rd level, as a bonus action, you can transform into a nirik. This transformation lasts for 1 minute, until you die, or until you revert to your normal form as a bonus action. Once you transform, you can't do so again until you finish a long rest. When transformed, you gain the following traits:

  • You can cast the Hellish Rebuke spell as a 1st level spell once per use of this ability. Wisdom is your spellcasting modifier for this spell.
  • Once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. This extra fire damage equals your level.
  • you emit bright light in a 10-foot radius and dim light for an additional 10 feet.
  • You ignite flammable objects that are not being worn or carried with your touch.
  • You are immune to the frightened condition.
  • You have disadvantage on ability checks made using Wisdom.

Languages. You can speak, read, and write Common and Primordial.

Credits

Monstrous race concepts by Tyler Kamstra

artwork by AssassinMonkey

 

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