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MLP AU: Druid: Circle of the Everlasting Night
Note: This subclass uses the 2024 rules for Druid
For @doodl3 and @redtigor (the only 2 people I know who are fans of my little pony). This subclass is in loving memory of Gilbert Auchinleck (aka Doc Harris) the voice of Grogar in My Little Pony: Friendship is Magic.
He was a legendary actor and I just found out he died so I know it's late but f in the chat for Doc Harris.
August 3 1948- October 5 2024
These Druids draw their power from the darkest aspects of nature, the creeping shadows, the venomous blooms, and the chilling stillness of a world without sun. They might be corrupted by a malevolent force, driven by a desire for power, or simply embrace the darker side of the natural cycle. Think of them as the Nightmare Moon or corrupted Grogar equivalents of Druids.
Spells:
Level 3: Bane, Inflict Wounds, Minor Illusion, Poison Spray
Level 5: Blindness/Deafness, Ray of Sickness (can choose to have it deal Necrotic damage instead of Poison damage)
Level 7: Fear, Vampiric Touch
Level 9: Contagion, Enervation (I couldn't think of another spell)
Level 3 Shadow's Embrace: When you choose this circle, you gain proficiency in Deception and Intimidation. Additionally, you learn the Chill Touch cantrip.
Level 5 Night's Blessing: When you use Wild Shape, you can choose to transform into a corrupted version of a beast. This corrupted beast form gains the following benefits:
Its attacks deal an extra 1d6 necrotic damage.
It gains darkvision out to 60 feet.
Once per transformation, as a bonus action, it can emit a cloud of shadowy smoke in a 15-foot radius. Creatures within the smoke must succeed on a Constitution saving throw against your spell save DC or become poisoned until the end of your next turn.
Level 10 Venomous Bloom: You can cause poisonous and thorny vines to erupt from the ground in a 20-foot radius centered on a point you can see within 60 feet. Creatures in the area must make a Dexterity saving throw against your spell save DC. On a failed save, they take 3d10 poison damage and are restrained by the vines. A creature can use its action to attempt to break free from the vines by succeeding on a Athletics check against your spell save DC. On a success, they take half damage and are not restrained.
Level 14 Everlasting Night: Once per long rest, you can perform a ritual to plunge a 30-foot radius area into magical darkness. This darkness is considered magical and cannot be dispelled by mundane means. While within this darkness, you and any friendly creatures of your choice have advantage on attack rolls against creatures within the darkness, and those creatures have disadvantage on attack rolls against you and friendly creatures. Any friendly creatures in the darkness can see through it. The darkness lasts for 1 minute or until you dismiss it as a bonus action.
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Mlp infection AU got me HARDDDD
so obviously I have to do a servamp version of it! I'll probably post a part 2 later but here are the characters and what I think their roles are in an infection au☺️
(Format is heavily inspired by @/mrsgendered on IG, creator of the Evergreen Infection Trails!)
—
Sloth Pair
Kuro- immune
Health- 100%
Stress: 80%
Consciousness - 100%
Servamps are now taking charge of being the Eve's main defense and offense since they're immune. He sees the fires everytime he closes his eyes
Mahiru - Uninfected, not immune
Health- Healthy, 96%
Stress: 87%
Consciousness: 100%
Mahiru has taken upon himself to start rescuing people and delivering supplies to people since he has a servamp, meaning he can be protected (as long as kuro can keep up) Hes trying to keep everyone chipper, but the stress is taking its toll on him. He should stop overworking or it'll be easier to infect his weakened body.
—
Envy Group
Mikuni- Uninfected, not immune
Health; Healthy, 98%
Stress: 80%
Consciousness: 100%
Mikuni is primarily worried for Misono, so he had been keeping an eye on Misono, helping him from the shadows. He doesn't fight, and no one knows what his true motives are. He appears from time to time, usually only approaching Mahiru or Misono to hand them intel or products Johannes had created to aid them. His whereabouts are constantly unknown.
Nowadays, he seems to not carry Abel around with him anymore. Mahiru wonders why...
Jeje- Immune
Health; Healthy, 100%
Stress: 60%
Consciousness: 100%
Follows Mikuni along and shoots down any infected down whenever Mikuni goes out. He never misses.
He's constantly seen around Mikuni's neck, alert and upright even in snake form. The infected had always gave him a feeling of disgust.
Johannes- ??? not immune
Health; Sickly, 87%
Stress: 90%
Consciousness: 97%
A prodigy researcher helping to discover a cure. Having a sickly body even before the infection doesn't help. His weakened body is further weakened due to his inability to fall asleep and his workaholic tendencies.
He constantly dons headphones to focus on his work, and not the pleas and groans echoing from the outside.
He trusts he is safe from the infected because it's Mikuni's shop. It should be safe, right?
—
Greed Pair
Licht- Uninfected, not immune
Health; Healthy, 95%
Stress; 88%
Consciousness: 100%
Licht has been worried about his parent's back in Austria. He can only have faith that they're still out there, alive. Took charge of offense, he, along with Lawless, patrols the borders and are usually on the front lines, fending the infected off. It's been getting difficult to keep up.
He hasn't played the piano for fun ever since. Screams and groans echo in his ears instead of musical notes.
Lawless - Immune
Health: Healthy, 100%
Stress: 87%
Consciousness: 100%
Together with Licht, they are sent to defend the area from the hordes of infected. The emotional stress is eating him from the inside out, and he can't help but rely on Licht to keep his emotions in check. He's worried because he can see Licht is starting to crack too.
A newly summoned rapier is used everytime they go into battle. It won't be good if it breaks halfway. Even magic has its limits.
—
Melancholy Team
Tsubaki- Immune
Health: Healthy, 100%
Stress: 60%
Consciousness: 100%
The camellias don't bloom anymore. He goes around, like a grim reaper, killing off any infected that had entered the late stages. He hopes it brings them peace.
The only thing keeping him rooted is his family of subclasses. He hopes they're doing well. He hasn't seen them since the infection began.
Belkia- Immune
Health: Healthy, 100%
Stress: 89%
Consciousness: 100%
A medic, helping to tend to the wounded and early infectees. He goes around with Tsubaki to rescue any possible injured, or to kill off the infected that breached the border.
He's tired. The injured and sick doesn't stop coming, and he's trying to give care to every one of his patients. Tsubaki and Belkia are what gives each other hope.
Sakuya- Immune
Health: Healthy, 100%
Stress: 78%
Consciousness: 100%
He accompanies Mahiru and helps him with whatever errand Mahiru needs to run. He doesn't need Mahiru needlessly putting himself at risk by going out and exposing himself to the infected and disease. He also helps Mahiru in distributing supplies and rescuing the sick or helping to fend off the infected.
He'll do whatever he needs to to keep Mahiru safe.
Higan- Immune
Health; ??
Stress:??
Consciousness: ??
Was sent by Tsubaki to other parts of Japan to help to contain the spread of the infection with his fire abilities while also killing off any infected. He was also ordered to keep in touch at least bi-weekly.
It had been 3 months since his last text. Nobody knows of his whereabouts.
Otogiri- Immune
Health: ??
Stress: ??
Consciousness; ??
Primarily the subclass used for assassination and the gathering of intel, she was tasked to find out more information about the virus and its origins. However, just like Higan, she hasn't been contactable in months, and is currently missing.
#servamp au#servamp#infection au crossover#infection au#servamp lawless#servamp licht#servamp johannes#servamp kuro#servamp tsubaki#servamp belkia#servamp otogiri#servamp higan#servamp mahiru#servamp mikuni#servamp jeje#servamp sakuya
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5e Fluttershy, the Element of Kindness build (My Little Pony: FIM)
(Artwork by SophiesPlushies on DeviantArt.)

Like, it took me a solid 5 minutes to find the first image in this post and I had to sift through so much softcore porn to find it. I didn’t even find it by searching DeviantArt I had to go on fucking derpibooru oh my lord.
Anyways: here’s another shit brony build because people don’t hate me enough! Well that and I do genuinely love the characters from My Little Pony, and think that they’d be fun to make builds for. But feel free to call me a garbage brony at your leisure.
These are the words of a man who has been beaten down after being a brony for around 10 years.
GOALS
I'm just good with animals - Fluttershy talks to animals. That’s one of the main things she does really.
I'm doing this because you're my very best friend - As the element of kindness we of course need to share our heart and soul with our friends.
Nopony pushes new Fluttershy around! - MLP Wiki makes an express point of mentioning The Stare in Fluttershy’s powers, so of course we’ll do our best to include that.
RACE
Before you say anything no I’m not a pegasi stan just because I did both Fluttershy and Rainbow Dash. Regardless Aaracokra still makes the most sense for Fluttershy unfortunately because there’s few bird races and fewer flying races.
As an Aaracokra you +2 to Dexterity and +1 to Wisdom which we’ll be keeping because I don’t know if your DM will allow Tasha’s rules. You also get 50 feet of Flight but you can’t be wearing Medium or Heavy Armor to do this, which means I don’t get to say “something something Medium Armor.” And finally you can buck someone to deal damage equal to a d4 plus your Strength; technically their Talons which deal slashing damage but feel free to view them however you want.
If I was to build Fluttershy I’d honestly use the Owlfolk UA race (which will hopefully be out in Wild Beyond the Witchlight and / or Strixhaven) for a multitude of reasons, the most notable of which being the fact that you can fly with Medium armor as an Owlfolk. But the Detect Magic Ritual ability is also nice as is the reaction to stop yourself from falling. Unfortunately Aaracokra technically made more sense since Fluttershy can’t detect magic.
Basically even I have to make choices which are suboptimal in order to ensure maximum roleplay, and even when I play my builds I change them to make them better to play.
ABILITY SCORES
15; WISDOM - You are compassionate and good with animals: both those things are Wisdom skills!
14; DEXTERITY - Since I can’t go “something something medium armor” for this build (yay Aaracokra) I guess getting a 16 in DEX thanks to your race is a good call. If playing an Owlfolk or something you can afford to having 14 total in DEX, as you can then wear medium armor.
13; CONSTITUTION - Look, roleplay stats are great and all but so is not dying.
12; CHARISMA - You are cute small pony... bird... Pony-bird...
10; INTELLIGENCE - Most of your time was spent taking care of animals and most of your knowledge comes from on-hand training as opposed to studying. Basically you’re not Twilight.
8; STRENGTH - As a young filly Rainbow Dash would do most of the heavy lifting for you. As a young mare Rainbow Dash still does most the heavy lifting for you. She is a Barbarian after all!
BACKGROUND
Most ponies know to come to you if their pets are in trouble, and if you’ve ever had pets you know the doctor that helps them is a true Folk Hero. As a Folk Hero you get proficiency in Animal Handling (yay) but I’d swap the Survival proficiency out for Stealth because well... you’re very good at hiding. You also get proficiency with Land Vehicles (most Land Vehicles in D&D are controlled by animals; usually horses! Wait... aren’t you a horse?) and an Artisan’s Tool of your choice: go for Carpenter’s Tools to make some bird houses and chicken coops!
After living in Ponyville for so long most ponies are willing to give you some Rustic Hospitality, giving you a warm place to rest and recover... as long as you can get over your crippling shyness! Eep!
(Artwork by probablyfakeblonde on DeviantArt.)
THE BUILD
LEVEL 1 - CLERIC 1
Starting off as a Cleric because I thought Wisdom and Charisma saves were more fitting for Fluttershy, and for the Insight and Medicine skill proficiencies.
As a Cleric you get to choose your subclass at level 1, and there’s nothing you love more than a little bit of Peace and quiet. As a Peace Cleric you get proficiency in Performance thanks to Implement of Peace, for those great MLP song numbers. But more importantly you can call on the power of friendship for an Emboldening Bond!
As an action, you choose a number of friends within 30 feet of you (this can include yourself) equal to your proficiency bonus. Your friendship bonds them together for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another they get a d4 they can add to an attack roll, ability check, or saving throw once per turn. 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.
And finally we can talk about the Spellcasting! You get three cantrips from the Cleric list at level 1: Guidance is always welcome among friends, and Spare the Dying can be a literal life safer! Other than that you are still expected to fight in D&D so take Sacred Flame to defend yourself. You can also prepare a number of spells equal to your Cleric level plus your Wisdom modifier. As a Peace Domain Cleric you can inspire Heroism among your friends, or protect yourself (and hide!) with Sanctuary.
Other than that Healing Word is a staple healing spell (we aren’t taking Cure Wounds right now for reasons but feel free to prepare it), Shield of Faith will let you defend your allies, Protection from Evil and Good will help you invoke the Elements of Harmony against the big bad of the season, and Detect Evil and Good will help you find the Elements of Harmony!
You could also take Bless, but I’m not going to tell you to take Bless because optimizers would crucify me for telling you to double up on d4s.
LEVEL 2 - CLERIC 2
Second level Clerics get their Channel Divinity once per short rest and you have a variety of options to choose from:
Turn Undead will make skeletons and zombies not want to hurt the cute little ponies, which will force them to run away for awhile.
Balm of Peace (the main reason we took the second level in Cleric) will let you run around and heal all your friends for 2d6 plus your Wisdom modifier.
And Harness Divine Power (ty Tasha’s) will let you recover a spell slot, but can only be used a limited amount of times per Long Rest.
You can also prepare another spell and be a little less nice with Command. Telling your enemies to “LOVE” isn’t going to be that effective, but making them grovel or drop works just as fine.
LEVEL 3 - RANGER 1
When you spend enough time around animals you’re automatically either a Ranger or a Druid. Quinn? Never heard of ‘em. Regardless multiclassing into Ranger gives you proficiency in a skill from the Ranger list and it’s good to know about Nature so you can find plants to help your fluffy buddies! Deft Explorer also gives you two language proficiencies (again: pick your poison) and Expertise in a skill. You’ll never guess which skill we’ll be getting... it’s Animal Handling. You’re good with animals.
We actually aren’t going to be taking Favored Foe because we aren’t using weapons for one, but more importantly despite it’s name Favored Enemy is also good for tracking friends! You have advantage on Survival checks to track your favored “enemies”, as well as on Intelligence checks to recall information about them. Go for Beasts to easily find a feathered or fluffy friend! Oh and you also get more languages because I don’t know why, so again pick your poison.
LEVEL 4 - RANGER 2
Second level Rangers get their Fighting Style, or as I like to call it your Helping Style because we’ll be going for Druidic Warrior! You can pick up two cantrips from the Druid list: I opted for Druidcraft (you can grow some flowers for your friends; yay!) and Mending to tend to your cottage.
And of course with cantrips we also get more Spellcasting! You can learn two spells from the Druid list: you’re never not going to want Cure Wounds (which is why we didn’t take it earlier btw) and Animal Friendship is an obvious must.
LEVEL 5 - RANGER 3
Third level Rangers get to choose their Ranger Archetype and we’ll be going for the Gloomsta- Ah you all know it’s going to be Beast Master. You get a Ranger’s Companion not from the PHB but from Tasha’s! The Beast of Land would make the most sense and while it’s probably expected that they be a wolf or something you can pretend that you’re playing Fighting is Magic and have Angel Bunny fight for you! Anyways here’s a crash course on your new fluffy friend:
Their AC is equal to 13 plus your proficiency bonus (currently 16.)
Their health is equal to 5 + five times your Ranger level (currently 20) and they have a number of d8 hit die equal to your Ranger level.
They have a 40 foot movement speed and a 40 foot climbing speed.
You can command it to attack with your bonus action; it has the same hit chance as your spell hit chance (WIS mod + Prof Bonus [currently 6]) and deals a d8 + 2 + prof bonus damage.
If they move at least 20 feet straight toward a target and then hit with an attack on the same turn, the target takes an extra 1d6 slashing damage and must make a Strength saving throw against your spell save DC (if they’re a creature.) If they fail they’re knocked prone.
You can command the beast to attack, dash, disengage, or hide with your bonus action.
If you don’t command it they take the dodge action.
You can revive them with a spell of first level or higher 1 hour after they die, and can change your beast after a long rest.
Man, who knew that taking care of a pet was so difficult? Well you also get Primeval Awareness (because Primal Awareness actually doesn’t work that well for this build.) You can use your action and one spell slot to sense the following types of creatures within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This lasts for one minute, and doesn’t reveal the creatures’ location or number.
And you learn another spell: Goodberry is good to feed yourself and all your friends! As long as they’re okay with eating berries, of course. C’mon... they’re good for you! Pleeeease?
(Artwork by AssasinMonkey on DeviantArt.)
LEVEL 6 - RANGER 4
Finally an Ability Score Improvement... or Feat? We’ll be going for Eldritch Adept, which is admittedly weird but it’s the only way to get Beast Speech so you can Speak with Animals at will! Is total level 6 a little late to finally be able to speak with animals? Yeah, but this is unlimited so it fits better and doesn’t spend your spell slots.
LEVEL 7 - CLERIC 3
Finally back to Cleric land which means finally we can prepare some second level spells! As a Peace domain Cleric you automatically get Aid and Warding Bond prepared, both of which are very good for keeping your friends alive. You can also finally get Hold Person to finally have The Stare!
LEVEL 8 - CLERIC 4
Level 4 in Cleric means another Ability Score Improvement: Wisdom is still your core stat so increasing that by 2 would be your best choice.
You also get another cantrip at this level, and can prepare two more spells! For cantrips I’d recommend Light to see with your dumb bird eyes unless you’re an Owlfolk, and I’d recommend preparing Lesser Restoration and Enhance Ability to further boost your friends.
(Artwork by Koveliana on DeviantArt.)
LEVEL 9 - CLERIC 5
5th level Clerics can now Destroy Undead of CR 1/2 or lower with their Channel Divinity. Don’t feel too bad about it; they were big dumb meanies anyways!
You can also prepare third level spells too! As a Peace Domain Cleric you get Beacon of Hope to help with healing, and Spike can send letters out for you with Sending. You can also prepare Dispel Magic in case Twilight needs help with more dangerous spells.
LEVEL 10 - CLERIC 6
6th level Peace Clerics get Protective Bond. When a creature affected by your Emboldening Bond is about to take damage, another bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. That creature then takes all the damage instead. It’s worth mentioning that since this specifies “creature” you can actually bond with your beast companion and have it use its reaction, or have others go in to defend angel.
You can also prepare another third level spell like Revivify, so you don’t lose any friends. And to top it off you can use your Channel Divinity twice per short rest! Woohoo!
LEVEL 11 - CLERIC 7
7th level Cleric, 4th level spells. As a Peace Domain Cleric you get Aura of Purity to protect your friends, and Otiluke’s Resilient Sphere to put your enemies in time out. You can also prepare another spell like Freedom of Movement, in case you need to run!
LEVEL 12 - CLERIC 8
8th level Clerics get a variety of features. To start off you get an Ability Score Improvement, which means we can finally cap off your Wisdom for maximum spellcasting! This also means you can prepare more spells, but we’re actually going to hold off on getting more spells for now.
You can also put a little more LOVE into your spells with Potent Spellcasting, adding your Wisdom modifier to the damage of your Cleric cantrips. And finally your Channel Divinity will now Destroy Undead or CR 1 or lower.
LEVEL 13 - CLERIC 9
The reason we held off on getting more Cleric spells last level is because now we get those big 5th level spells! As a Peace Domain Cleric you can help your friends out of any jam with Greater Restoration, and know what they really mean to say thanks to Rary’s Telepathic Bond.
You can also prepare some of those big hitter spells like Mass Cure Wounds to save your friends, and you can cast both Dawn and Summon Celestial to call on Celestia herself! Isn’t that Twilight’s job? Well, it’s still good to have contacts!
(Artwork by CigarsCigarettes on DeviantArt.)
LEVEL 14 - RANGER 5
Now that we’ve got all the support we could need for our friends it’s time to return to our roots and focus on Angel! Feel free to focus more on Ranger instead of Cleric if you so desire when building this yourself; I simply opted for more healing instead of damage.
We’re finally 5th level with Ranger which finally means you’ll be getting an Extra Attack!... Which you probably won’t use because you can use cantrips instead. Well it’s still nice to have?
The good thing though is that you can learn more Ranger spells like Healing Spirit, which is a really strong healing spell that was kinda gutted by erratas. But it’s still nice and efficient regardless of what spell slot you casted it at, effectively being a 6d6 heal for a second level spell slot!
LEVEL 15 - RANGER 6
6th level Rangers can now add Roving to their list of skills from Deft Explorer. Your movement speed increases by 5 feet, and you get both a climbing and swimming speed equal to your walking speed. Is total level 15 a little late to get a 30 foot movement speed? Yeah probably, but every little bit helps!
Speaking of another little bit you get another Favored Enemy... I mean friend! ...I don’t know pick whatever you think will be relevant for the campaign. Also yes: you do get more languages, because Ranger.
LEVEL 16 - RANGER 7
7th level Beast Masters have Exceptional Training with their Animal Companion. You can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn... which you could already do anyways thanks to Tasha’s.
I’d say that after Tasha’s this feature would work even if you don’t command your beast, but as always discuss the rules with your DM.
Well at least Angel’s attacks count as magical to overcome resistances, which is good because you were probably dealing with nonmagical resistance for awhile now.
You can also prepare another spell like Pass Without Trace, so you and your friends can sneak around unseen. Pass Without Trace is one of those spells that is always useful regardless of what level you are, so picking it up now is still useful!
LEVEL 17 - RANGER 8
8th level Rangers get another Ability Score Improvement. You’ve probably noticed our uneven Constitution score by this point: yeah that was because we were going to grab Resilient Constitution at some point. Increasing your CON gives you a nice +17 to your health and makes your Constitution saves (and concentration saves!) a +8 total.
You’ve also spent so much time on the ground moving through nonmagical difficult terrain costs you no extra movement thanks to Land’s Stride. You can also pass through nonmagical plants without being slowed by them or taking damage from them. Additionally, you have advantage on saving throws against plants that are magically created or manipulated to impede movement. You may be able to fly but that doesn’t mean being able to move on the ground isn’t useful!
(Artwork by AssasinMonkey on DeviantArt.)
LEVEL 18 - RANGER 9
9th level Rangers can learn third level spells, and you’ve probably spent enough time training with Rainbow Dash by this point to make a Wind Wall to protect your friends! (Basically the Ranger spell list sucks and we’re only really going down Ranger still for more subclass features.)
LEVEL 19 - RANGER 10
You get a new feature from Deft Explorer at this level: you are now Tireless! As an action you can give yourself a number of temporary hit points equal to 1d8 plus your Wisdom modifier (so 5.) You can use this action a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. Additionally whenever you finish a short rest your exhaustion level is decreased by 1.
You’re also a master of avoiding social interaction. Nature’s Veil lets you turn invisible as a Bonus Action until the start of your next turn. You can also use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
LEVEL 20 - RANGER 11
11th level Beast Masters can invoke Bestial Fury! With 11 level in Ranger and 20 total levels in this build your Animal Companion can now... attack twice! Look Beast Master is playable now, I never said it was good.
At least you can learn one last Ranger spell: in your ultimate stand against darkness Daylight will help you banish the dark! ...Or something. Look again: the Ranger spell list sucks.
FINAL BUILD
PROS
You do not hurt my friends! You got that? - Even with the multiclassing you still get spell slots up to 7th level, and have more than enough magic to shake a stick at. Not to mention that Angel will always be by your side to pump out a bit more damage with your Bonus Action!
You’re the cutest thing ever - Maxed out Wisdom was rather expected from a Cleric, but Expertise in Animal Handling combined with unlimited Beast Speech means that you can easily make friends with any beast you come across! Just make sure your DM is okay with you giving a hydra belly rubs.
Whatever you wanna do is fine... - You’ve got quite a good mix of features that will help you both in and out of combat, meaning that there’s plenty that your friends can rely on you to help with! In fact there’s a lot of things that only you can do as a Ranger which are quite helpful!
CONS
You’re such a loudmouth... - Most of your class resources only come back after a Long Rest, with only your Channel Divinity coming back after a Short Rest. You’re still plenty capable with just Angel by your side but don’t spend everything in one fight, or else you’ll be left with nothing but Sacred Flame and Animal Companion attacks.
Are you coughing because... - So let’s talk about Angel: even with 11 levels in Ranger they’re not great. AC of 19 is pretty good but they’ll probably max out around 60 HP. Your average Wizard will have more HP than this by level 20. Two maul attacks will do decent damage but you could get equal value out of Spiritual Weapon, and you only get the second attack with Angel at total build level 20. And yeah for most of this build Angel is going to be sitting around 25 max HP, meaning they’re likely to go down a lot. Aid can help keep your pets healthy and happy but don’t be upset when your level 4 Ranger companion keeps going down.
Awful, just awful! - We kinda miss the best of both worlds for the sake of a build that’s “in-character.” No 10th level of Cleric means no Divine Intervention (even if it’s only a 10% chance it’s still good to have), and no 12th level of Ranger means no ASIs. One good thing about this build is that it does peak around level 10 or so where the multiclassing doesn’t start to damage it, but if you really expect to run all the way to level 20 I’d sooner play either a straight Ranger or a straight Cleric.
But you’re coming along to share your kindness with everypony around you, and guide your friends to victory! Use your expertise to keep your friends alive while Angel kicks some major tail! Get down and be assertive, but remember not to push yourself too hard. Everypony already loves you for who you are, even if you’re in fact a little shy.
(Artwork by Rodrigues404 on DeviantArt.)
#dnd#dnd build#dnd guide#My Little Pony#Friendship is Magic#mlp: fim#brony#dnd ranger#dnd cleric#fluttershy#flutter pony#animals
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MLP AU: Rogue: Equestrian Agent
Note this uses the new 2024 rules for Rogue.
The Equestrian Agent is a master of subtlety and intrigue, navigating the delicate social and political landscape of Equestria with a blend of charm, cunning, and, when necessary, swift action. Whether upholding the law, championing freedom, or maintaining a delicate balance, these ponies operate in the shadows, their hooves and hearts guided by their chosen path. From the meticulous Bureaucratic Mastery of the Royal Decree agent to the unpredictable maneuvers of the Whispering Wind and the keen observation of the Ever-Watchful Eye, each Equestrian Agent brings a unique set of skills to the table. They are equally adept at gathering information, negotiating treaties, and, when diplomacy fails, delivering a precisely placed hoof strike. Their abilities, from Equestrian Guile and Stable Secrets to Master Negotiator/Infiltrator and Grand Strategist/Mastermind, allow them to excel in both social and combat situations, making them invaluable assets in the complex world of Equestrian politics and adventure. Whether they serve the crown, follow their own moral compass, or strive for equilibrium, Equestrian Agents are a force to be reckoned with, blending the best of ponykind with the cunning and resourcefulness of a true Rogue.
Choose a path at level 3 you may change it on a long rest
Royal Decree:
Bureaucratic Mastery: You can use your Intelligence modifier alongside your Dexterity modifier when making checks with thieves' tools. You also gain proficiency in History.
Justified Strike: When you use Cunning Strike and choose the Trip option, you can instead choose to inflict the Restrained condition on the target until the end of your next turn.
Whispering Wind:
Shadow Walker: When you use your bonus action to Hide, you can move up to half your speed as part of that action. You also gain proficiency in Acrobatics.
Unpredictable Maneuver: When you use Cunning Strike, you can choose to teleport up to 15 feet to an unoccupied space you can see before or after applying the effects of Sneak Attack. This movement does not provoke opportunity attacks.
Ever-Watchful Eye:
Keen Observer: You gain advantage on Perception checks. You also gain proficiency in Investigation.
Subtle Influence: When you use Cunning Strike and choose the Poison option, you can instead choose to subtly alter the target's perception, giving them disadvantage on saving throws against being Charmed or Frightened by you until the end of your next turn.
Level 9 Equestrian Expertise: You double your proficiency bonus for any two skills you are proficient in.
Level 13 Infiltrator: You gain advantage on all Charisma checks made to negotiate treaties, gather information from resistant sources, or blend into a crowd. Additionally, if you are hidden at the start of your turn, you remain hidden after making an attack and hitting a creature with that attack, provided you do not move.
Level 17 Mastermind: You can use your reaction when a friendly creature within 30 feet of you is hit by an attack to grant that creature a +5 bonus to their AC against that attack, potentially causing the attack to miss. If the attack still hits, the creature takes only half damage from the attack. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
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MLP AU: Rogue: Harmony Agent
Note this uses the 2024 rules for Rogue
Harmony's Agents are rogues who embody the magic of friendship and strive to bring balance and goodwill to the world. They are inspired by the virtues of harmony, kindness, laughter, honesty, and loyalty, much like the legendary ponies of Equestria. These rogues are not necessarily bound by strict codes or dogmas, but rather by a deep-seated desire to help others and protect the innocent. They might be found working alongside other adventurers, acting as guardians of their communities, or even operating independently, spreading joy and thwarting those who would disrupt the peace. While they are skilled in the traditional rogue arts of stealth and subterfuge, Harmony's Agents also possess a unique connection to the positive energies of the world, allowing them to mend wounds, soothe troubled minds, and even bolster the spirits of their allies. They are masters of both subtle manipulation and overt acts of kindness, using their talents to bring out the best in others and to defend the values they hold dear. Whether they are using their cunning to outwit their foes, their empathy to understand the needs of others, or their touch to heal the injured, Harmony's Agents are a force for good in a world that often needs a little bit of magic.
Pick a path at level 3 you may change it on a long rest.
Way of Harmony:
Truth Seeker: You gain proficiency in Persuasion. When you successfully use Persuasion to glean information from a creature, you gain advantage on attack rolls against that creature for the next hour.
Unwavering Resolve: You gain advantage on saving throws against being charmed or frightened.
Way of Kindness:
Gentle Touch: You learn the Spare the Dying cantrip. When you use your action to stabilize a dying creature, you can also heal them for 1d4 hit points.
Soothing Voice: You gain proficiency in Medicine. When you use your Empathy feature to grant advantage on a saving throw, you can also grant temporary hit points equal to your Rogue level to the creature.
Way of Laughter
Prankster's Pouch: You gain proficiency in Sleight of Hand. As a bonus action, you can attempt to distract a creature within 30 feet with a harmless prank. The creature must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on the next attack roll it makes before the end of its next turn.
Unexpected Assistance: When an ally within 30 feet of you misses an attack roll, you can use your reaction to grant them a +2 bonus to the attack roll. 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.
Level 9 Harmony's Touch: Your touch can mend rifts and soothe troubled minds. You learn the Cure Wounds spell and can cast it a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. It counts as a Rogue spell for you.
Level 13 Shared Burden: When an ally within 30 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll. 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.
Level 17 Element of Harmony: You embody the power of friendship. Once per long rest, you can use your action to emit an aura of harmony. For 1 minute, any friendly creature within 30 feet of you gains advantage on attack rolls, ability checks, and saving throws.
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MLP AU: Ranger: Equestrian Order
Note this uses the 2024 rules for Ranger
Choose a path at level 3 you may change it at the end of a long rest.
Iron Will:
Ironclad Oath: When you use Hunter's Mark, the target is considered restrained (escape DC equals your spell save DC) until the effect ends.
Dominating Presence: You gain proficiency in Intimidation. When you successfully use Hunter's Mark, you can force the target to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is frightened of you until the mark ends.
Twisted Bramble:
Venomous Thorns: When you use Hunter's Mark, the target takes an extra 1d4 poison damage at the start of each of its turns. This damage increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.
Wild Corruption: As a bonus action, you can corrupt a 5-foot-radius area of terrain within 30 feet of you. The area becomes difficult terrain for creatures other than you and your allies for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Shadowed Grove:
Whispers of the Wild: When you use Hunter's Mark, you gain advantage on Insight checks made against the target.
Veil of Shadows: As a bonus action, you can become invisible until the end of your next turn. While invisible in this way, Hunter's Mark deals an extra 1d6 psychic damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 7 Equestrian Guile:
You gain proficiency in Intimidation. Additionally, choose one of the following effects:
Aura of Control: While you aren't incapacitated, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened.
Noxious Growth: As a bonus action, you can corrupt a 5-foot-radius area of terrain within 30 feet of you. The area becomes difficult terrain and lightly obscured for creatures other than you and your allies for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Shadow Step: You gain the ability to teleport up to 30 feet to an unoccupied space you can see as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 11 Dark Majesty:
When you successfully use Hunter's Mark, you can force the target to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is frightened of you until the mark ends. Additionally, choose one of the following effects:
Unwavering Focus: You are immune to the charmed and frightened conditions.
Widespread Decay: The radius of Noxious Growth increases to 10 feet.
Deeper Shadows: When you use Shadow Step, you also gain advantage on attack rolls against the marked target until the end of your next turn.
Level 15 Equestrian Dominance:
Choose one of the following effects:
Iron Tyranny: When a creature within 30 feet of you that you can see makes an attack roll against a friendly creature within 10 feet of you, you can use your reaction to impose disadvantage on the roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Overwhelming Corruption: When a creature starts its turn in an area affected by Noxious Growth, it takes 2d6 poison damage.
Master of Shadows: When you use Shadow Step, you also have advantage on Stealth checks.
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MLP AU: Ranger: Harmony's Chosen
Note this uses the 2024 rules for Ranger
Harmony's Chosen are a unique breed, dedicated to maintaining the delicate balance of the world, much like the Elements of Harmony themselves. They understand that harmony isn't simply the absence of conflict, but rather the dynamic interplay of opposing forces. These Rangers might be found patrolling the borders of Equestria, mediating disputes between different creatures, or venturing into wild, untamed lands to ensure that no single force dominates the others. They draw their power from the very essence of harmony, whether it be the structured order of a well-run town, the chaotic beauty of a storm, or the quiet equilibrium of a peaceful meadow. Their connection to harmony manifests in their abilities, particularly through their unique application of Hunter's Mark. This mark isn't just a tool for tracking and hunting; it becomes a conduit for understanding and influencing the target. A Way of Order might use it to discern the truth behind a suspect's words, while a Way of Chaos might use it to create an opening for a sudden, unpredictable attack. A Way of Equilibrium could use it to forge a temporary empathic link, seeking to understand the creature's motivations and find a path to peaceful resolution. While they are skilled warriors, Harmony's Chosen are not defined solely by combat. They are diplomats, mediators, and protectors of the balance. They understand the interconnectedness of all things and strive to maintain the delicate web of harmony that binds the world together. Whether they are upholding the laws of the land, embracing the wildness of nature, or seeking a middle ground between opposing factions, Harmony's Chosen are a force for balance in a world that constantly teeters on the edge of chaos.
When you choose this subclass pick one of 3 paths to pick you may change your path after a Long Rest.
Way of Order:
Disciplined Mind: You gain proficiency in Insight. When you use Hunter's Mark on a creature, you can learn one additional piece of information about its current motivations or intentions (DM's discretion).
Binding Oath: When you use Hunter's Mark, you can choose to make it a Binding Oath. While the mark persists, the target has disadvantage on attack rolls against creatures other than you.
Way of Chaos:
Unpredictable Strike: Once per short or long rest, when you hit a creature with an attack, you can choose to unleash an Unpredictable Strike. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
Adaptive Maneuvers: You gain proficiency in Acrobatics. When you use Hunter's Mark, you can Dash as a bonus action.
Way of Equilibrium:
Empathic Connection: You gain proficiency in Persuasion. When you use Hunter's Mark, you can communicate telepathically with the target, though it doesn't have to respond. This allows you to attempt to understand its perspective (DM's discretion).
Nature's Equilibrium: When you use yHunter's Mark on a creature, you can choose to make it a Nature's Equilibrium mark. While the mark persists, both you and the target have advantage on saving throws against being charmed or frightened by each other.
Level 7 Shared Harmony: When you use Hunter's Mark, you can choose one ally within 30 feet of the marked creature. That ally gains a +1 bonus to attack rolls against the marked creature.
Level 11 Resonant Chord: When you use Hunter's Mark, you can choose to make it a Resonant Chord. While the mark persists, any creature within 5 feet of the marked creature that makes an attack roll against you or an ally within 5 feet of you has disadvantage on the roll.
Level 15 Perfect Balance: You have advantage on saving throws against being charmed or frightened. Additionally, when you use Hunter's Mark, you can choose to make it a Perfect Balance mark. While the mark persists, the target has disadvantage on saving throws against all spells and abilities that inflict the charmed or frightened conditions.
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MLP AU: Ranger: Harmony Keeper
Note this uses the 2024 rules for Ranger
Harmony Keepers are Rangers dedicated to the preservation of friendship and the balance of harmony within the world. 1 Inspired by the virtues exemplified by the ponies of Equestria, they are champions of good, though their methods may differ. Drawing strength from their connection to the bonds between individuals, they wield magic and martial prowess to protect the innocent and foster understanding. Whether upholding established order, embracing the unpredictable nature of connection, or nurturing empathy and compassion, Harmony Keepers strive to bring out the best in others and safeguard the precious gift of friendship. They are the embodiment of loyalty, kindness, and the magic that brings hearts together.
Choose a path at level 3 you may change it on a long rest
Zephyr:
Gift of Laughter: When you or a friendly creature within 30 feet of you fails a saving throw against being charmed or frightened, you can use your reaction to allow that creature to reroll the saving throw. They must use the new roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Unpredictable Maneuver: As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
The Kindred:
Empathic Connection: You gain proficiency in the Insight skill. Additionally, when you successfully use Insight on a creature, you can learn one additional piece of information about its emotional state or current motivations.
Soothing Voice: You learn the Guidance cantrip. When casting Guidance on a friendly creature, you can choose to have it also gain temporary hit points equal to 1d4 + your Wisdom modifier.
Steadfast:
Aura of Friendship: While you are conscious, friendly creatures within 10 feet of you gain a +1 bonus to saving throws against being charmed or frightened.
Disciplined Strike: When you use Hunter's Mark, you can choose to make the extra damage dealt by the mark force damage instead of its normal type.
Level 7 Shared Burden: When a friendly creature within 30 feet of you takes damage, you can use your reaction to take half of that damage, reducing the damage taken by the original target by that amount. This damage to you can’t be reduced or prevented in any way. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 11 Harmony's Embrace: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can immediately regain hit points equal to half your Ranger level + your Wisdom modifier.
Level 15 True Friendship: You can cast the Mass Cure Wounds spell once per long rest without expending a spell slot.
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MLP AU: Paladin: Oath of Eternal Night
Note this uses the 2024 rules for Paladin
The Oath of the Eternal Night is a Paladin that draws power from the mystique and chilling beauty of the night. These Paladins are not necessarily good, and their ranks often include those of evil alignments drawn to the power and order the night provides. They see the darkness not as something to be feared, but as a source of strength, secrets, and freedom. They believe in bringing order to the shadows, even if that order is enforced through fear. They are ever watchful, understanding that the night never sleeps, and that threats lurk in the darkness. Their magic manipulates fear, obscures vision, and even drains life. They are masters of the hidden truths that lie beneath the surface, using their knowledge to manipulate and control. Whether they are lawful, chaotic, or neutral evil, Paladins of the Eternal Night embrace the darkness and all the power it holds.
Spells:
Level 3: Bane, Inflict Wounds
Level 5: Hold Person, Darkness
Level 9: Hypnotic Pattern, Fear
Level 13: Greater Invisibility, Death Ward
Level 17: Dream, Dominate Person
Level 3: Choose a path you wish to take you may change it on a long rest:
Shadow Broker:
Whispers of Influence: You gain proficiency in Insight and Persuasion.
Master of Secrets: Once per long rest, you can magically learn a secret about a creature you interact with for at least 1 minute. This secret must be something the creature is actively trying to hide.
Night Terror:
Embrace of Fear: When you use Moon's Gaze, you can choose to inflict the poisoned condition instead of the frightened condition.
Unleashed Darkness: When you reduce a creature to 0 hit points, you can use your reaction to teleport up to 30 feet.
Starless Void:
Drawn to the Void: You gain resistance to necrotic damage.
Nullifying Gaze: As a reaction when a creature within 30 feet of you casts a spell, you can force that creature to make a Wisdom saving throw. On a failure, the spell is negated. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a long rest.
Level 3 Darkness Grip: When you use Channel Divinity, you can choose one of the following options:
Cloak of Shadows: You become wreathed in shadows, gaining advantage on Stealth checks for 1 minute.
Moon's Gaze: You force a creature within 30 feet of you to confront their deepest fears. The creature must make a Wisdom saving throw or be frightened of you for 1 minute.
Level 7 Aura of the Night: While you are conscious, dim light extends from you in a 15-foot radius. Within this dim light, allies gain advantage on saving throws against being charmed or frightened.
Level 15 Midnight Mantle: At the start of your turn, you can choose one creature within 30 feet of you. That creature must succeed on a Wisdom saving throw or take 2d10 necrotic damage and be unable to see beyond 30 feet for 1 round. A creature that succeeds on its saving throw takes half damage and is not blinded.
Level 20 Avatar of Night: You become an avatar of the night, your form partially coalescing into shadow. You gain the following benefits:
You have advantage on all saving throws.
You are immune to being charmed or frightened.
Midnight Mantle deals an additional 2d10 necrotic damage.
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MLP AU: Paladin: Oath of Equilibrium
Note this uses the 2024 rules for Paladin
The Oath of Equilibrium calls to paladins who understand the delicate balance between order and chaos, light and shadow. They are not champions of one extreme over the other, but rather guardians of the equilibrium itself. These paladins, often seen as mediators, diplomats, and protectors of the natural order, recognize that true harmony lies not in the eradication of opposing forces, but in their careful management. They strive to understand the motivations of all beings, tempering judgment with empathy, and adapting their methods as the ever-shifting tides of the world demand. Their magic weaves together threads of opposing energies, offering solace to the wounded, calming troubled minds, and shielding the vulnerable from the disruptive forces that threaten to unravel the delicate web of existence. Whether they walk the path of the peaceful mediator, the calculated catalyst, or the unwavering guardian, paladins of the Oath of Equilibrium are united in their dedication to preserving the balance, knowing that only in harmony can true peace and prosperity flourish.
Balance: Uphold the equilibrium between order and chaos. Neither extreme should dominate.
Understanding: Seek to comprehend the motivations of all, even those who seem opposed to harmony. Judgment should be tempered with empathy.
Preservation: Protect the delicate web of existence, ensuring that no single force disrupts the natural flow of the world.
Adaptation: Be flexible and willing to adjust your methods as circumstances change. Rigidity can be as detrimental as unrestrained chaos.
Inner Peace: Cultivate inner harmony to better reflect it in the world around you.
Spells:
Level 3: Command, Healing Word
Level 5: Calm Emotions, Hold Person
Level 9: Counterspell, Hypnotic Pattern
Level 13: Aura of Life, Dimension Door
Level 17: Mass Cure Wounds, Modify Memory
Level 3 Voice of Reason: As an action, you can use Channel Divinity to attempt to pacify a hostile creature within 30 feet of you. The creature must make a Wisdom saving throw against your Paladin spell save DC. On a failed save, the creature is charmed by you for up to 1 minute or until combat ends. While charmed in this way, the creature is not hostile towards you or your allies.
Choose a path at level 3 you may change it at the end of a long rest
Way of the Mediator:
Emissary of Harmony: You gain proficiency in Persuasion. When you use Voice of Reason, the charmed creature has disadvantage on its saving throw.
Shield of Accord: When you use Lay on Hands, you can choose to grant the target temporary hit points instead of healing. These temporary hit points last for 1 hour.
Way of the Catalyst:
Agent of Change: You gain proficiency in Deception. Once per long rest, when you use Paladin's Smite, you can add an additional 1d8 radiant damage to the attack.
Momentum Shift: When you or an ally within 30 feet of you hits a creature with an attack, you can use your reaction to grant that creature advantage on the next attack roll it makes against the same target within the next minute. You can use this feature a number of times equal to your Charisma modifier (minimum of once).
Way of the Guardian:
Sentinel of Equilibrium: You gain proficiency in Insight. When a creature within 30 feet of you uses a feature that would disrupt the balance (DM's discretion), you can use your reaction to impose disadvantage on the roll associated with that feature.
Aegis of Harmony: While you are conscious, any friendly creature within 10 feet of you gains a +1 bonus to AC.
Level 7 Aura of Harmony: You and friendly creatures within 10 feet of you gain advantage on saving throws against being charmed or frightened.
Level 15 Divine Balance: When you are reduced to 0 hit points but not killed outright, you can use your reaction to regain hit points equal to half your maximum hit points. You can use this feature once per long rest.
Level 20 Avatar of Harmony: You become an embodiment of balance. At the start of each of your turns, you can choose one of the following effects to activate for 1 minute:
Order's Strength: You and friendly creatures within 30 feet of you gain a +2 bonus to AC and attack rolls.
Chaos's Fury: You and friendly creatures within 30 feet of you gain a +2 bonus to damage rolls and saving throws.
Neutrality's Grace: You and friendly creatures within 30 feet of you gain advantage on all saving throws.
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MLP AU: Paladin: Oath of Harmony
Note this uses the 2024 rules for Paladin
The Oath of Harmony is a beacon of friendship, kindness, and balance, drawing inspiration from the magical heart of Equestria. These Paladins dedicate themselves to fostering understanding, celebrating diversity, and upholding the principles of harmony in all their endeavors. They believe that true strength lies not in brute force, but in the bonds of friendship and the power of compassion. Just as the ponies of Equestria embrace their unique talents to create a harmonious whole, so too do Paladins of this oath strive to bring out the best in themselves and others.
They are not necessarily pacifists, understanding that sometimes conflict is unavoidable. However, they always seek peaceful solutions first, and their actions are guided by a deep respect for all living beings. Whether mediating disputes, protecting the innocent, or inspiring hope in the face of despair, the Oath of Harmony embodies the true spirit of friendship and the enduring magic it brings to the world. They are the champions of harmony, the guardians of kindness, and the living embodiment of the belief that friendship truly is magic.
These tenets guide the Oath of Harmony Paladin, reflecting the diverse approaches to goodness in Equestria:
Friendship is Magic: Value bonds with others, for they are a source of strength and joy.
Embrace Diversity: Celebrate the unique talents and perspectives of all creatures.
Seek Understanding: Strive to find common ground and resolve conflict peacefully.
Champion Kindness: Extend compassion and forgiveness, even to those who have erred.
Uphold Harmony: Strive to maintain balance and prevent discord.
Spells: When you reach certain levels specified below, you always have these spells prepared they don't count towards the number of spells you know.
Level 3: Charm Person, Healing Word
Level 5: Calm Emotions, Hold Person
Level 9: Aura of Vitality, Counterspell
Level 13: Dimension Door, Freedom of Movement
Level 17: Mass Cure Wounds, Hold Monster
Choose a Sacred Path to follow you may change your path at the end of a long rest:
Path of Generosity:
Benevolent Touch: When you use Lay on Hands, you can choose to grant the healed creature temporary hit points equal to your Paladin level in addition to the hit points regained.
Aura of Inspiration: While you are conscious, friendly creatures within 5 feet of you gain a +1 bonus to saving throws against being charmed or frightened. This aura expands to 10 feet at level 7 and 30 feet at level 18, replacing the standard Aura of Harmony.
Path of Laughter:
Unexpected Prank: As a bonus action, you can attempt to distract or confuse a creature within 30 feet. The creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on the next attack roll it makes before the end of your next turn.
Giggle Fit: When you are reduced to half your hit points or fewer, you can use your reaction to unleash a burst of infectious laughter. Each creature of your choice within 15 feet of you must make a Wisdom saving throw or be incapacitated until the end of their next turn. A creature that succeeds on its saving throw is immune to this effect for 24 hours.
Path of Kindness:
Soothing Presence: When you use Lay on Hands, you can also choose to remove the poisoned or frightened condition from the healed creature.
Animal Affinity: You gain proficiency in Animal Handling. You can also cast the Speak with Animals spell once without expending a spell slot. You regain the ability to cast this spell in this way after you finish a long rest.
Level 3 Shared Burden: You touch a willing creature and share a portion of its pain. The creature regains hit points equal to 1d6 + your Paladin level. You then take damage equal to half the hit points regained by the creature.
Level 7 Aura of Harmony: While you are conscious, you and any friendly creature within 10 feet of you gain advantage on saving throws against being charmed or frightened. At level 18, the range of this aura increases to 30 feet.
Level 15 Wings of Friendship: You sprout feathered wings, granting you a flying speed equal to your walking speed.
Level 20 Embodiment of Harmony: You become a beacon of harmony and friendship. As a bonus action, you can empower yourself or a friendly creature within 30 feet. The empowered creature gains advantage on attack rolls, saving throws, and ability checks for 1 minute. This feature can be used once, regaining use after a long rest.
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MLP AU: Monk: Warrior of the Shadow Mane
Note this uses the 2024 rules for Monk
The Way of the Shadow Mane is a monastic tradition that delves into the darker aspects of the mind and spirit. Practitioners of this path, often driven by ambition, greed, or a thirst for power, learn to manipulate and control others through fear, trickery, and raw force. They are masters of psychological warfare, weaving illusions, sowing discord, and preying on the weaknesses of their opponents. Shadow Mane Monks often operate from the shadows, pulling the strings of events from behind the scenes, their influence subtle yet pervasive. Whether they are driven by a disciplined desire for order through fear, a chaotic hunger for domination, or a calculated pursuit of self-interest, Shadow Mane Monks are a force to be reckoned with, their power growing with each soul they corrupt and each mind they break. Their abilities allow them to not only physically dominate their foes but also to instill terror, sow confusion, and ultimately control those around them, making them masters of both body and mind.
Level 3 Chosen Path: Choose one of the following 3 options, you may change it at the end of a long rest:
The Disciplined Dreadmane:
Fearful Aura: As a bonus action, you can emanate an aura of fear in a 10-foot radius. Creatures of your choice in the aura must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This aura lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.
Calculated Strike: When you hit a creature with an unarmed strike, you can spend 1 Focus Point to force the creature to make a Wisdom saving throw. On a failed save, the creature is unable to take reactions until the end of its next turn.
The Untamed Nightmane:
Maddening Whispers: As a bonus action, you can unleash a torrent of psychic whispers that sow confusion and discord. One creature of your choice within 30 feet must make a Wisdom saving throw. On a failure, the creature is Charmed by you for 1 minute. The Charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.
Unpredictable Blow: When you hit a creature with an unarmed strike, you can spend 1 Focus Point to teleport up to 15 feet to an unoccupied space you can see. This movement doesn't provoke opportunity attacks.
The Manipulative Gloommane:
Veil of Deception: You gain proficiency in Deception and Persuasion. Additionally, you can cast the Disguise Self spell a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Sapping Strike: When you hit a creature with an unarmed strike, you can spend 1 Focus Point to reduce the creature's speed by 10 feet until the end of its next turn.
Level 6 Shadow Step: You can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You must use this feature before you make an attack or as part of your movement. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.
Level 11 Dark Bargain: As an action, you can spend 3 Focus Points to summon shadowy tendrils that attempt to bind a creature within 30 feet. The creature must make a Strength saving throw. On a failed save, the creature is restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 17 Nightmare's Embrace: You become a master of fear and manipulation. As an action, you can force each creature within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature takes 8d10 psychic damage and is incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much psychic damage and isn't incapacitated. Once you use this feature, you can't use it again until you finish a long rest.
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MLP AU: Monk: Way of the Harmonious Elements
Note: This subclass uses the 2024 rules for Monk
The Way of the Harmonious Elements is a unique monastic tradition inspired by the magic and philosophy of Equestria. Monks who follow this path seek balance and harmony, not through rigid discipline alone, but through an understanding of the interconnectedness of all things. They recognize that harmony can be found in order, chaos, and the quiet center between them. These monks, much like the ponies of Equestria, strive to maintain equilibrium in the world, whether through the structured principles of the Path of Order, the playful unpredictability of the Path of Chaos, or the introspective serenity of the Path of Balance. They channel the fundamental forces of harmony, using their martial prowess and inner focus to protect the delicate balance of their world. Whether they emulate the disciplined leadership of Celestia, the whimsical nature of Discord, or the insightful wisdom of Luna, these monks are forces for equilibrium, each in their own unique and harmonious way.
Level 3 Monastic Path: Choose one of the 3 paths, you may choose to change your path at the end of each Long Rest:
Path of Order: These monks emulate Celestia's disciplined approach, seeking harmony through structure and adherence to established principles.
Celestial Guidance: You gain proficiency in Insight. When you use Patient Defense, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).
Disciplined Strikes: When you use Flurry of Blows, you can choose one target to be the sole recipient of the extra attack. This attack deals radiant damage.
Aura of Tranquility: As a bonus action, you can spend 1 Focus Point to emanate an aura of calm. For 1 minute, creatures of your choice within 10 feet of you have advantage on saving throws against being charmed or frightened.
Path of Chaos: These monks embody Discord's playful unpredictability, finding harmony in the ever-shifting tides of chance.
Embrace the Unexpected: You gain proficiency in Acrobatics. When you use Step of the Wind, you can teleport up to 15 feet instead of simply dashing. This teleport must be to a space you can see.
Whimsical Strikes: When you use Flurry of Blows, you can choose to have each attack deal a different type of damage (chosen from acid, cold, fire, lightning, or thunder).
Gift of Laughter: As a reaction when a creature within 30 feet of you makes an attack roll, you can spend 1 Focus Point to force that creature to reroll the die and use the new roll.
Path of Balance: These monks follow the path of Luna, seeking harmony through introspection and understanding the interconnectedness of all things.
Lunar Insight: You gain proficiency in Perception skill. When you use either Patient Defense or Step of the Wind, you may make an Insight check to gain advantage on your next attack roll against a creature of your choice.
Equilibrium Strikes: When you use Flurry of Blows, you can choose to deal force damage with all of the attacks.
Meditation of Equilibrium: As a bonus action, you can spend 1 Focus Point to enter a meditative state. You gain advantage on saving throws against being charmed or frightened until the end of your next turn.
Level 6 Shared Balance: You gain proficiency in one skill of your choice. Additionally, when you use a feature from your chosen path, you can choose one ally within 30 feet of you to also gain a lesser benefit. This benefit is determined by your chosen path:
Order: The ally gains temporary hit points equal to half your Wisdom modifier.
Chaos: The ally can make a single attack as a reaction.
Balance: The ally gains advantage on their next saving throw.
Level 11 Elemental Attunement: Your unarmed strikes are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you gain resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder). This damage type must be one that you can deal with Whimsical Strikes.
Level 17 Balance's Zenith: You have achieved a state of perfect balance and understanding. You gain the following benefits based on your chosen path:
Order: Once per long rest, you can use an action to perfectly predict a creature's movements. Choose one creature you can see. For the next minute, all attack rolls against that creature have disadvantage, and all attack rolls made by that creature have disadvantage against you.
Chaos: Once per long rest, you can unleash a wave of pure chaos. As an action, choose a point within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d10 force damage on a failed save, or half damage on a successful one.
Balance: Once per long rest, you can achieve perfect equilibrium. As an action, you regain all expended Focus Points and all hit points. Additionally, you gain advantage on all saving throws for the next minute.
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MLP AU: Monk: Warrior of Harmony
Note: This uses the 2024 rules for Monk
The Way of Harmony is a unique monastic tradition inspired by the magic of friendship and harmony found in Equestria. Monks who follow this path dedicate themselves to upholding balance and fostering positive connections between all beings. They channel the power of friendship through different approaches, reflecting the diverse personalities and strengths of ponies. Some, like the Guardians of Harmony, embody the steadfast protection and unwavering loyalty of the Royal Guard, shielding their allies from harm. Others, the Emissaries of Joy, spread laughter and goodwill, using their playful nature to charm and uplift those around them. Still others, the Mediators of Balance, strive for understanding and compromise, seeking peaceful resolutions and offering solace to those in need, much like Fluttershy. Regardless of their chosen path, all monks of Harmony share a deep commitment to fostering harmony and using their unique gifts to make the world a better place. They are not just fighters; they are beacons of hope, radiating the magic of friendship wherever they go.
Level 3 Warrior's Path: At level 3 you choose a path to follow representing a different aspect of harmony, you may choose to change it at the end of a Long Rest:
Guardian of Harmony: You emulate the steadfastness and protective nature of the Royal Guard.
Aegis of Friendship: When a friendly creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to your Martial Arts die + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Disciplined Defense: While you aren't wearing armor or wielding a shield, you can use your reaction when a friendly creature within 30 feet of you is hit by an attack. You grant that creature a +2 bonus to their AC against that attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest
Loyal Protector: When a creature you can see within 30 feet of you is targeted by an attack, you can use your reaction to move up to your speed towards that creature. If you end your move within 5 feet of the creature, you can impose disadvantage on the attack roll.
Emissary of Joy: You embody the playful and spontaneous spirit of ponies like Pinkie Pie.
Gift of Laughter: When you hit a creature with an unarmed strike, you can spend 1 Focus Point to attempt to charm the creature until the end of your next turn. The creature must make a Wisdom saving throw against your Monk's Focus save DC. On a failed save, the creature is charmed by you. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unpredictable Movement: When you use Step of the Wind, you can teleport up to 15 feet instead of doubling your jump distance.
Surprise Strike: When you take the Attack action on your first turn in combat, you can make one additional unarmed strike as a bonus action.
Mediator of Balance: You strive for harmony through understanding and compromise, like Fluttershy.
Soothing Presence: You gain proficiency in Insight. If you already have proficiency, you gain expertise (double your proficiency bonus).
Gentle Touch: You can use Flurry of Blows to deal nonlethal damage instead of normal damage. When you do so, you can choose one creature you hit with Flurry of Blows. That creature has advantage on saving throws against being charmed or frightened until the end of your next turn.
Animal Affinity: You can cast the Speak with Animals spell without expending a spell slot. You regain the ability to do so after you finish a long rest.
Level 6 Shared Harmony: You learn to share your harmonious energy with others. When a friendly creature within 30 feet of you uses a feature that expends limited uses (such as Aegis of Friendship), you can spend 1 Focus Point to allow that creature to regain one expended use of that feature
Level 11 Resonant Energy: Your harmonious energy resonates with the world around you. When you reduce a creature's hit points to 0 with an unarmed strike, you can choose a number of other creatures within 30 feet of you up to your Wisdom modifier (minimum of 1). Each chosen creature regains hit points equal to your Martial Arts die + your Wisdom modifier.
Level 17 True Harmony: You achieve a state of perfect harmony, embodying the very essence of friendship and balance. You gain immunity to being charmed and frightened. Additionally, whenever you use a feature that requires you to spend Focus Points, you regain 1 expended Focus Point at the end of your next turn.
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MLP AU: Fighter: Harmony Blade
Note: This uses the 2024 rules for Fighter
The Harmony Blade is a Fighter who channels the magic of friendship and harmony, drawing strength from their connection to others and the bonds they forge. They are champions of good, protectors of the innocent, and embody the values of loyalty, honesty, generosity, kindness, and laughter.
Level 3 A Friend in Need: When an ally within 30 feet of you is hit by an attack, you can use your reaction to grant them temporary hit points equal to 1d10 + your Fighter level. These temporary hit points last for 1 minute.
Level 3 Oath of Protection: You gain proficiency in Persuasion. Additionally, once per long rest, you can use your reaction to grant an ally within 30 feet of you advantage on saving throws against fear and charm effects for 1 minute.
Level 7 Harmony's Grip: You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, or Medicine. Additionally, when you use Second Wind you and all allies within 10 feet of you regain an additional 1d6 hit points.
Level 10 Element of Surprise:
Laughter: You and all friendly creatures within 30 feet of you gain advantage on Acrobatics checks and Dexterity saving throws until the end of your next turn.
Generosity: You grant one ally within 30 feet of you temporary hit points equal to your Fighter level + your Strength modifier. These temporary hit points last for 1 minute.
Kindness: One creature of your choice within 30 feet of you regains hit points equal to 1d10 + your Fighter level + your Strength modifier.
(I couldn't think of anything else for the rest of the elements.)
Level 15 Rainbow Power: When you use Action Surge, you can unleash a burst of rainbow-colored energy. Each creature within 30 feet of you must make a Constitution saving throw against your Fighter level + your Strength modifier. On a failed save, a creature takes radiant damage equal to 2d10 + your Fighter level and is blinded until the end of your next turn. On a successful save, the creature takes half damage and isn't blinded.
Level 18 True Harmony: You become a beacon of harmony and friendship. At the start of each of your turns, you and all friendly creatures within 30 feet of you gain advantage on one saving throw of your choice until the start of your next turn. Additionally, once per long rest, you can use your action to cast the Mass Cure Wounds spell (as a level 9 spell). You do not need material components for this casting.
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MLP AU: Cleric: Shadow Domain
Note: This uses the 2024 rules for Cleric
The Domain of Shadow is the purview of those who thrive in the twilight, whispering lies and manipulating the fears of others. Clerics of this domain, often drawn to shadowy deities or powerful trickster spirits, are masters of deception and psychological warfare. They sow discord, exploit weaknesses, and unravel the minds of their foes, all while maintaining a facade of innocence or benevolence. Their magic twists perceptions, preys on insecurities, and leaves their victims questioning their own sanity. Whether they are subtle manipulators working from the shadows or charismatic leaders corrupting from within, these clerics are a constant threat, their influence spreading like a creeping darkness. They are the puppet masters, the whisperers in the dark, the harbingers of fear and doubt. In the world of Equestria, they might be followers of Nightmare Moon, changelings in disguise, or even seemingly benevolent figures hiding a sinister agenda beneath a charming smile. They are the embodiment of the shadows that lurk just beyond the light, ready to exploit any weakness and plunge the world into chaos.
Spells:
Level 3: Charm Person, Detect Thoughts, Hold Person, Suggestion
Level 5: Feign Death, Major Image
Level 7: Confusion, Dimension Door
Level 9: Dominate Person, Dream
Level 3 Aura of Dread: You exude an aura of subtle fear. At the start of each of your turns, you can choose one creature within 30 feet of you that can see you. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. A creature can willingly fail this saving throw.
Level 3 Shadow Manipulation: You can manipulate shadows to create minor illusions and distractions. As a bonus action, you can create a shadowy image within 30 feet of you that lasts until the end of your next turn. The image can be no larger than a 5-foot cube and can take any form you choose. While the image doesn't have any inherent magical properties, it can be used to distract or mislead your enemies. A creature that interacts with the image can attempt an Investigation check against your spell save DC to discern that it is an illusion.
Level 6 Cloak of Shadows: You gain proficiency in Stealth. Additionally, when you are in dim light or darkness, you can use your reaction to become invisible until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Level 17 Nightmare Weaver: You become a master manipulator, able to weave nightmares into the minds of your foes. As an action, you can target one creature within 60 feet that you can see. The creature must make a Wisdom saving throw. On a failure, the creature is incapacitated and frightened for 1 minute. While incapacitated by this feature, the creature's speed is 0. At the end of each of the affected creature's turns, it can make another Wisdom saving throw. On a success, the effect ends. Once a creature succeeds on its saving throw against this effect, it is immune to it for 24 hours. You can use this feature once, and you regain the ability to do so when you finish a long rest.
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