TEXT: My Little Pony Races for D&D 5e
  My Little Pony Races for D&D 5e 
  by Digo Dragon 
   
  Table of Contents 
   
  Introduction
  Uncommon Races of Equestria 
  Earth Pony
  [​Traits​]
  Crystal Pony
  [​Traits​] 
  Pegasus
  [​Traits​]
  Changeling
  [​Traits​] 
  Sky Pegasus
  Diamond Dog
  [​Traits​] 
  Batpony
   
  Unicorn
  [​Traits​]
  Cutie Marks 
  Griffon
  [T​raits​]
  Equipment and Winged Races 
  Zebra
  [​Traits​]
  Inspiration and the Elements of Harmony 
  Racial Statistics 
   
   
   
  Introduction 
  Equestria is a land rich in magic and wonder. It is home to many intelligent name-giving races that live 
  together across a varied terrain of rolling plains and marshlands to jagged cliffs and snow-capped mountains. 
  It is also a land of danger and the unknown, for there are many unexplored places and many unexplained 
  mysteries that await the brave and foolhardy to venture towards it. 
   
  Prepare to embark on a grand adventure across this magical land. It is a journey fraught with perils, but rich 
  in rewards. However, you cannot go it alone. Along the way you will need to find friendship in the most 
  unlikely of places. For friendship is the strongest magic there is in Equestria, and to those who master 
  friendship go the spoils of success. 
   
   
   
  1 
  
  Earth Pony 
  “To say that an Earth Pony does not possess magic is like saying fire does not possess heat. Do not judge us 
  on what you cannot see. I invite you to draw closer and feel the magic through my hooves. Our connection to 
  the earth drives our strength. Then, I suggest you stand back, least you get burned.” 
  —Smart Cookie, Treatise on Dirtamancy Magic 
  From the sweat upon their brows to the dirt under their hooves, Earth Ponies are known to be the hard 
  working and adaptable backbone of Equestria. They are the doers and builders of ponykind. 
  Clay of the Earth 
  Earth Ponies are the largest and most numerous race in Equestria. Fully grown, they easily stand 4 feet at the 
  shoulder and weigh over 200 pounds. They commonly have earth-tone coats and mane colors, but nearly any 
  combination is possible. Although Earth Ponies lack fingers, they are dexterous with their hooves and mouth 
  to manipulate tools and objects. 
  Ambitious but Dependable 
  No other race has conquered every type of environment Equestria has to offer. Earth Ponies are adaptable to 
  harsh environments and not only survive there, but they thrive. They are hard workers, known best for their 
  unparalleled agricultural skills, but also capable in the service industry and manufacturing. Earth Ponies are 
  also known to be rough-and-tumble in a fight, capable of holding ground against bigger creatures when 
  defending their homes and loved ones. Although they vary widely in customs and tastes, they are consistent 
  in their beliefs. 
  Natural Efficiency 
  Settlements built by Earth Ponies are designed to utilize the most of their surrounding resources. Wind 
  currents and flowing rivers are harnessed for their energy to run mills, in addition to the waterways 
  promoting sea trade and reducing the need for aqueducts. Nature trails made by animals are utilized to 
  reduce the number of roads built between towns. The varied talents of the Earth Ponies allows them to best 
  benefit from their environment without harshly impacting the local wildlife. 
  Journey and Discovery 
  Many Earth Ponies adventure, and much of their culture encourages the younger folk to travel for some 
  earthly experience in the world. Often they come home wiser and ready to begin their careers, but some 
  Earth Ponies seek out their fortunes by settling distant lands or starting a new trade route. Others simply are 
  taken by their wanderlust to travel far and wide and see the ends of the world. 
   
  2 
  
  Everyone’s Down to Earth Neighbor 
  Earth Ponies prefer practical methods to accomplish tasks. Those that stray too far into wild ideas will 
  seem confusing. Ponies do try new things, just not that which seems too esoteric or dangerous.  
  Pegasi.​ “It seems they’re always in a hurry to get somewhere. They can be good friends once you know 
  them, but sometimes their dependability is questioned. Wings are useful, sure, but I prefer to walk.” 
  Unicorns.​ “They’re quite smart and have access to powerful magic, but it can be hard to understand their 
  theories and ideas. Their sciences do seem dependable though. You can’t argue with numbers.” 
  Griffons.​ “They have strange customs and looks, but they’re certainly capable. Griffons are a brave bunch, 
  but they’re too proud for their own good, and that makes them seem a bit too boastful.” 
  Zebras.​ “It’s hard to believe in things that you don’t know are there. Faith in your friends is a better 
  investment, and you sometimes have to pick a side, even if it means getting hurt doing so.” 
  Earth Pony Names 
  An Earth Pony’s name is very creative and often an expression of their talents. Families often try to influence 
  their newborn’s future with a name that builds upon similar talents as their own. 
  Male Names:​ Ace, Bill, Carrot, Charlie, Braeburn, Doc, Gizmo, Randolph, Silver, Wensley 
  Female Names:​ Aloe, Betty, Cherry, Daisy, Fritter, Grace, Hazel, Lilac, Lotus, Suri 
  Surnames:​ Ambrosia, Apple, Diamond, Hemline, Pie, Pommel, Rock, Silverstar, Smith 
  Earth Pony Traits 
  Your Earth Pony character has a variety of natural abilities, due to their nature. 
  Ability Score Increase.​ Two different ability scores of your choice increase by 1. 
  Age.​ Earth Ponies are considered adults after age 18. They usually live about 100 years. 
  Alignment.​ Earth Ponies are found across the spectrum with alignment tendencies. 
  Size.​ Earth Ponies stand between 4 and 4.5 feet at the shoulders. They weigh on average 200 pounds. Your 
  size is Medium. 
  Speed.​ Your base walking speed is 30 feet. 
  Skillful. ​You gain proficiency in one skill of your choice. 
  Adaptable.​ You gain one Feat of your choice. 
  Languages.​ You can speak, read, and write Common and one other language of your choice. 
   
   
   
  3 
  
  Pegasus  
  “Our wings are freedom. We are not bound to the land like the other ponies. The sky is our canvas to paint 
  and the clouds our clay to mold. We are carried by the winds wherever it pleases, but if we so choose 
  another path, we can change the wind’s mind.” 
  —A. K. Yearling, Diary of a Flying Horse 
  The rush of the wind under their wings is a feeling no other pony breed knows. Pegasi take to the skies as 
  fish swim through the sea. They are masters of weather with a love for competition. 
  Ponies of a Feather 
  Pegasi are the smallest pony breed, their lightweight frames are well-suited for flight and acrobatics. They 
  have a wingspan about twice that of their shoulder height, which on average is a little over 3 feet tall. Pegasi 
  are commonly born with blue, green, and light gray hues, with feathers that match their coats. Their manes 
  tend to be unkempt due to the winds whipping through them so often. 
  For the Love of the Game 
  They are a playful breed, one that loves competitive sports. Pegasi societies encourage their young to 
  compete, teaching the values of good sportsmanship and teamwork. They also enjoy music and aerial dances. 
  In times of danger, they are known to be plucky and often openly accept a challenge. Pegasi will use their 
  flight as an advantage against adversaries, making themselves difficult opponents to catch. 
  On Top of the World 
  Communities of Pegasi enjoy high altitudes. Their towns are often founded on top of mountains or high in 
  the trees with open-style floor plans. Some consideration is usually given to their ground-based visitors, such 
  as ladders and rope bridges, but flight is by far the easiest way to move about the town. Weather is often 
  pleasant around Pegasi communities thanks to their ability to manipulate clouds. 
  High-Flying Adventures 
  A Pegasus may take up adventuring as a means to find competition in far away towns. News of a major 
  sporting event can lure many to the call. Some are tempted by the prospects of fortune or the thrill of danger, 
  while others are curious to learn more of their earth-bound cousins. 
   
   
  4 
  
  Leading the Pack on the Journey 
  Pegasi can get along with other races, particularly in athletic situations. They can use their flight abilities to 
  help their friends, but may feel hindered if forced to slow down or ground themselves. 
  Earth Ponies.​ “They’re a pretty decent bunch, if a bit slow to get somewhere. Sometimes they seem a bit 
  stubborn too. Practicality is a fine thing, but don’t forget to take a chance now and then.” 
  Unicorns.​ “They spend a lot of time with their noses in books. Being smart has its advantages, but you got 
  to exercise those muscles too! They neglect sports too often and that leads to a boring life.” 
  Griffons.​ “A strange bunch, but they are strong fliers and great competitors. They can be a bit too serious 
  at times, however, and some don’t seem to have a problem cheating to win.” 
  Zebra.​ “They don’t challenge themselves or each other much, but they’re pretty smart and work well 
  together. A little friendly competition would bring out the best in them if they try.” 
  Pegasus Names 
  Pegasi like to give their children descriptive names, particularly related to concepts of agility and strength. 
  Names can be important, but a Pegasus will back it up with action and deeds. 
  Male Names:​ Cerulean, Flash, Hoops, Jet, Prism, Soarin, Stellar, Thorn, Trace, Whiplash 
  Female Names:​ Blaze, Blossom, Daring, Flitter, Golden, Helia, Lightning, Rain, Sunshower 
  Surames:​ Clouds, Breaker, Dancer, Do, Fire, Hammer, Hunter, Skies, Streak 
  Pegasus Traits 
  Your Pegasus character has a number of innate abilities, due to their nature. 
  Ability Score Increase.​ Your Dexterity score increases by 2. 
  Age.​ Pegasi are considered adults after age 17. They usually live about 85 years. 
  Alignment.​ Pegasi are generally Chaotic, valuing freedom and following their own hearts. 
  Size.​ Pegasi stand between 3 and 3.5 feet at the shoulder and weigh 120 pounds. Your size is Medium. 
  Speed.​ Your base walking speed is 25 feet. Your base flying speed is 30 feet. 
  Wings. ​You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if 
  there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not 
  designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if 
  you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone 
  while in the air, you fall. 
  Weathercraft.​ As an action, you can perform one of four minor harmless effects with a single five-foot cube 
  of non-magical cloud (or fog) within reach. First, you can move this cloud up to 30 feet in any direction. 
  Second, you can cause the cloud to release rain (or snow in winter) for 1 round. This action creates half a 
  gallon of water and consumes the cloud. Third, you can have the cloud sound an audible thunderclap which 
  can be heard 50 feet away. Lastly, you can evaporate the cloud to clear the air. 
  Languages.​ You can speak, read, and write Common and Pegacirrus. 
  5 
  
  Subrace.​ Two main subraces of Pegasus populate the world of Equestria: Sky Pegasus and Batpony. Choose 
  one of these subraces-- 
  Sky Pegasus 
  As a Sky Pegasus, you were born to fly. Your feathered wings insulate you from the sting of cold 
  temperatures at high altitudes. The freedom of flight has honed your spatial senses; ‘up’ is a relative term and 
  you can adjust your orientation as easily as a cat would. Although you are notably smaller than your 
  earth-bound friends, you don’t let size stop you from voicing your own opinions. 
  Ability Score Increase.​ Your Charisma score increases by 1. 
  Altitude Adaptation. ​You have Resistance to Cold damage. 
  Pegasus Nimbleness.​ You have proficiency in the Acrobatics skill. 
  Lucky.​ When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must 
  use the new roll. 
   
  Batpony 
  As a Batpony, you are like the nocturnal birds of prey. Instead of feathered wings, you have a membrane 
  skin over your wings like a bat. Your eyes have large slit pupils which give you superior vision in the dark 
  and your senses are generally better than other pony breeds. Bat pony coats are commonly darker in shade 
  than Sky Pegasus. You are light and agile with your movements, aiding in hiding from danger or to spring a 
  surprise attack. 
  Ability Score Increase.​ Your Wisdom score increases by 1. 
  Darkvision. ​You have ​superior vision in dark and dim conditions. 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. 
  Keen Senses.​ You have proficiency in the Perception skill. 
  Mask of the Wild.​ You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, 
  falling snow, mist, and other natural phenomena. 
   
   
   
   
  6 
  
  Unicorn 
  “​Oh how often have I’ve heard the ponies wonder on what it is like to be a Unicorn? They marvel at our 
  natural affinity to tap the very weave of magic, but little do they realize that it is not all sparks and hedge 
  tricks. Magic is a dangerous power that corrupts our minds, and thus, it is our burden when used.​” 
  —​Starswirl the Bearded, The Principals of Shadow Magic 
  Magic flows strongly across Equestria, but no pony breed can feel that current so directly as a Unicorn. Their 
  strong intellect and magical affinity gives them the ability to tap the very fabric of reality. 
  One-Horned Wonders 
  Unicorns are about as tall as other pony breeds, but have slender frames. The average shoulder height is 
  between 3.5 and 4 feet with a weight around 160 pounds. The colors of their coats vary widely, but the most 
  common tones are purple, violet, blue, and light gray. A unicorn’s horn is a sensitive structure on their head. 
  It grows with them, made from a core of bone covered in a strong enamel. 
  Mind Over Matter 
  They are a scholarly breed, valuing the study of arts and sciences. Unicorns are naturally inquisitive and love 
  to discuss theory with one another over any subject that interests them. They are also known to tinker and 
  invent contraptions both mechanical and magical. Whereas Earth Ponies are the builders, Unicorns are the 
  designers. A well-rounded education is highly prized in unicorn society. 
  State of the Unicorn 
  They have a few settlements, but Unicorns prefer to live peacefully within the metropolitan cities of other 
  pony breeds. Unicorn-founded towns are most often located on wooded foothills and lakeshores, not far from 
  trade routes that flow into larger cities. They often construct well-fortified towers to practice their magic in, 
  usually as a precaution against a magical mishap, but the majority of these towers are open to all ponies as a 
  college of learning. Although they prefer brains over brawn, their magic can be a formidable weapon in a 
  fight. 
  A Journey of Learning 
  Unicorns that travel often do so for the pleasure of expanding their minds. Many Unicorns seek adventure to 
  put experience to their knowledge as well, often joining expeditions into the unknown. Some may seek 
  fortunes out in Equestria, whether it be for the betterment of the sciences or for personal gain. 
   
   
  7 
  
  The Pony Behind the Ponies 
  Unicorns can get along with other breeds, and they often see the opportunity to act as scholars for others 
  who may seem a bit boorish. They prefer thought and logic first before acting upon a problem. 
  Earth Ponies.​ “Good, hard workers and a dependable friend describes them best. They listen well to 
  instructions and have the ambition to learn, but they can be a bit stubborn at times.” 
  Pegasi.​ “They’re a bit flighty and often prone to distractions. Still, their flying skills are a science all their 
  own, so they do learn in their own way, even if it’s a little inefficient.” 
  Griffons.​ “They can be a bit brutish and unrefined. Nothing stops them from being intelligent, or even 
  civil, but they have their old ways and generally look after their own first.” 
  Zebra.​ “Their knowledge of magic and mechanics are remarkable and they can surprise you with their 
  idea. A Zebra can make an ideal study partner when you’re out traveling.” 
  Unicorn Names 
  A Unicorn’s name is often derived from scientific subjects or inspired by great historical scientists. 
  Male Names:​ Blue, Brass, Cipher, Comet, Dirk, Earl, Hondo, Neon, Pascale, Quake 
  Female Names:​ Amethyst, Crystal, Ivy, Lyra, Minuette, Rose, Starlight, Twinkleshine 
  Surnames:​ Armor, Belle, Blueblood, Coronet, Dew, Grey, Light, Marble, Rosewood, Star, Tesla 
  Unicorn Traits 
  Your Unicorn character has a plethora of amazing abilities, due to their nature. 
  Ability Score Increase.​ Your Intelligence score increases by 2 and your Charisma score increases by 1. 
  Age.​ Unicorns are considered adults after age 19. They usually live to nearly 120 years. 
  Alignment.​ Unicorns are usually Lawful, believing in an orderly society. 
  Size.​ Unicorns stand between 3.5 and 4 feet tall and weigh around 160 pounds. Your size is Medium. 
  Speed.​ Your base walking speed is 30 feet. 
  Innate Magic.​ You can cast the Prestidigitation cantrip, including making your horn glow like a torch. 
  Magical Horn.​ You are proficient in melee attacks with your Horn, dealing 1d4 piercing damage on a hit. 
  Once per short rest you can fire a bolt of magic with a range of 30 feet. On a hit, this bolt deals 2d6 force 
  damage. ​The damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level. 
  Ponykinesis.​ As an action you can manipulate a single object up to 10 pounds in a manner similar to the 
  Mage Hand cantrip. This does not count as casting a spell, but you can use this action to attack with a 
  weapon or object. Attacks with Ponykinesis use your Intelligence modifier for the attack and damage rolls 
  (unarmed, Ponykinesis deals 1 bludgeoning damage). Combat maneuvers that specify you as the target of an 
  attack (e.g. Parry) require your weapon to be within 5 feet of you to work. Once you reach 3rd level, your 
  capacity increases to 20 pounds. Once you reach 5th level, your capacity increases again to 40 pounds. 
  Languages.​ You can speak, read, and write Common and Draconic. 
  8 
  
  Griffon 
  “They embodied the grandest of all traits; an amalgamation of the majesty of the eagle and the strength of 
  the lion. However, until the reign of King Grover, their hearts were filled with greed. It was he that united 
  the griffons, using the Idol of Boreas, and filled the griffon hearts with pride.” 
  —Galin Swiftwing, Bygone Griffons of Greatness 
  Griffons are a half-eagle/half-lion species known for their strength and pride. Their origins are the 
  mountainous peaks to the far east, a land that has groomed them to be mighty warriors. 
  A Hybrid of Great Beasts 
  They are larger than most ponies, standing nearly 5 feet tall at the shoulders and weighing close to 190 
  pounds. Their head, neck, and wing plumage are commonly seen in light and dark earth tones. This 
  coloration often differs from their body coat color, which also tends to come in warm colors. While most 
  Griffons are part eagle, some specimens have facial structures that resemble other birds of prey like hawks 
  and owls. They are still part of the same species, however. 
  Strong and Prideful Hearts 
  Their society is quite old, with roots dating back to great conquerors-turned-kings. Griffons are generally 
  brave creatures and pride themselves on their strength and speed, able to keep up with most pegasi in the air. 
  They value self-sufficiency and hesitate to seek help from non-Griffons. They can be susceptible to greed 
  and many work hard to overcome this trait and improve themselves. 
  Old Lands of Legend 
  Griffon settlements in Equestria are uncommon. The few known are all found high in the mountains. Many 
  Griffons live among ponies with little difficulty. They tend to prefer larger towns along trade routes where 
  the opportunities are high and the buildings are tall. Griffon homes are extravagant affairs, often decorated 
  with many prized possessions and artworks collected over their time. Daily activities like the laundry are 
  commonly held outside under open skies rather than indoors. 
  The Lure of Opportunity 
  Many Griffons adventure in hopes to find great fortunes in unexplored lands. Some join caravans to find 
  work or simply travel around to find a new place to settle. Many ponies are aware of a Griffon’s strength, 
  willing to hire them as bodyguards and laborers. 
   
  9 
  
  A Big Fish in a Small Pond 
  While many Griffons get along with ponies and often work alongside them, sometimes their pride and 
  warrior instincts fall at odds with the more peaceful nature that most ponies have.  
  Earth Ponies.​ “They’re quite the busybodies, but are easy enough to get along with. An Earth Pony ally 
  brings some useful skills to compliment our strength.” 
  Pegasi.​ “They can be brash and impatient, but they have good hearts. They’re quick flyers and quite 
  competitive. Sometimes one forgets that they’re a breed of pony and not Griffon.” 
  Unicorns.​ “Knowledge is important, but they spend way too much time reading. Their brains come in 
  handy when figuring out problems, but they rely way too much on their magic to be reliable.” 
  Zebras.​ “They’re like a pony with stripes and a lot of obtuse advice. That’s fine, but you gotta back up 
  your words with action. They tend not to get involved, even when events affect them greatly.” 
  Griffon Names 
  Griffons like names with hard sounds, but the words usually lack a direct meaning in pony languages.  
  Male Names:​ Aldric, Bernard, Drake, Emeric, Gaston, Gustav, Leo, Marc, Pierre, Remy, Therin 
  Female Names:​ Ambroise, Ariel, Beatrice, Gilda, Hannah, Lucille, Nadine, Terra, Wanda, Zoe 
  Surnames:​ Baptiste, Brochu, Durand, Jodas, LeGrande, Pion 
  Griffon Traits 
  Your Griffon character has an array of innate abilities, due to their nature. 
  Ability Score Increase.​ Your Strength score increases by 2 and your Dexterity score increases by 1. 
  Age.​ Griffons are considered adults after age 17. They usually live about 90 years. 
  Alignment.​ Griffons lean toward the chaotic end of the spectrum, valuing personal pride and freedom. 
  Size.​ Griffons stand between 4.5 and 5 feet with an average weight of 190 pounds. Your size is Medium. 
  Speed.​ Your base walking speed is 25 feet. Your base flying speed is 30 feet. 
  Wings. ​You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if 
  there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not 
  designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if 
  you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone 
  while in the air, you fall. 
  Sharp Claws.​ You are proficient in attacks with your front claws, which deal 1d4 slashing damage on a hit. 
  They are considered finesse weapons. 
  Brave.​ You have Advantage on saving throws against being frightened. 
  Relentless 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.  
  Languages.​ You can speak, read, and write Common and Gryffon. 
  10 
  
  Zebra 
  “Listen to the whispers on the wind, and to the melody over the river falls. Our land speaks to us and we 
  should listen to the calls. Nature does not take kindly to a deaf ear, for her wrath is both terrible and mighty 
  to fear.” 
  —Zecora, The Living Nature of Equestria 
  Hailing from the arid plains to the west, Zebras are caretakers of the land as both the spiritual voice for 
  nature and its stalwart defenders against the unnatural. They are a wise and gentle species that prefer 
  simplicity in life. 
  Ponies of a Different Stripe 
  Although they are not technically a breed of pony, Zebras are often thought of as a distant relative by most 
  commoners. Their main striking difference are the stripes upon their bodies. Most commonly found in black 
  and white, their stripes have also been seen with various tones of gray and brown. Their manes are often 
  striped as well, and can also be seen in rustic, sandy, and grassy colors. They stand about 4 feet tall at the 
  shoulders and weigh in at around 130 pounds. 
  One with Nature 
  Their society values a life of simplicity and harmony. They teach their young the dangers of excess and that 
  the land around them is alive and should be respected. They have many traditional rituals and stories that are 
  passed down through every generation. Magic and alchemy are a big part of these traditions, but unlike the 
  flash and pizzaz of Unicorn magic, Zebra magic is subtle and unassuming. They generally dislike unnatural 
  phenomenon, such as undead creatures and horrific aberrations. 
  Simple yet Modern 
  Zebra settlements within Equestria are rare and usually small, but a number of families form a caravan that 
  travels great distances. Their villages prefer wood, straw, and canvas as their building materials, but homes 
  are far from being limited to ‘tribal’ designs. They are capable of constructing complex cabins, longhouses, 
  and wells. Zebras are skilled at improvising tools, weapons and gear that they need with just basic materials. 
  Despite their minimalistic lifestyle, they understand simple machines and utilize them for construction and 
  defense. A skilled artificer will find no shortage of work in a busy town. 
  The Call of the Wild 
  Those that travel often do so to bring back goods and knowledge useful to their settlement’s prosperity. 
  Some may adventure to train their skills or they are lured by the advancements of pony sciences found within 
  the larger cities. A few may find the road to be the perfect home and set up a permanent caravan. 
   
  11 
  
  Friendships are not Black and White 
  Zebras are about compromise and can get along well with other races. They are constructive with their 
  opinions of others, wishing only to help bring out the best in each friend. 
  Earth Pony.​ “They’re hard workers and very practical, but sometimes they lack faith in things that they 
  cannot see or explain. There are times you have to trust your instincts and not your eyes. 
  Pegasi.​ “Their competitive streak can get the best of them, but when they work towards a common goal 
  they come through. They just need to be reminded that there are times one should stop and listen.” 
  Unicorns.​ “They have a deep appreciation of knowledge and magic, but seldom remember the stories and 
  art of their ancestors. A true education requires that one learns their own culture too.” 
  Griffons.​ “They may be brave to a fault, but size and strength alone does not make one heroic. Even the 
  mightiest mountain will slowly be worn away by the smallest stream in due time.” 
  Zebra Names 
  Names given to Zebra children are often derived from stories of their legendary heroes. 
  Male Names:​ Balbus, Caesar, Ezekiel, Felix, Tiberius, Xenith, Zencarn 
  Female Names:​ Aisha, Aurelia, Cassia, Dalila, Junia, Octavia, Sanura, Zecora, Zuri 
  Surnames:​ Avitus, Faraji, Gallus, Hodari, Kani, Kobe, Nuru, Sefu, Septima, Zatura 
  Zebra Traits 
  Your Zebra character has a variety of extraordinary abilities, due to their nature. 
  Ability Score Increase.​ Your Wisdom score increases by 2 and your Constitution score increases by 1. 
  Age.​ Zebras are considered adults after age 16. They usually live about 80 years. 
  Alignment.​ Zebras tend to lean neutral in matters of law and chaos, believing in a balance. 
  Size.​ Zebras stand between 3.5 and 4.5 feet tall and weigh around 130 pounds. Your size is Medium. 
  Speed.​ Your base walking speed is 30 feet. 
  Ancestral Lore.​ Whenever you make an Intelligence (History) check related to magic items, alchemical 
  objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency 
  bonus you normally apply. 
  Cunning.​ You have Advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic. 
  Zebra Tinkering.​ You have proficiency with Artisan Tinker Tools. Using those tools, you can spend 1 hour 
  and 10 gp worth in raw materials to build a temporary version of one non-magical item, such as a tool, 
  weapon, or armor, with a value of up to [25 x your Proficiency Bonus in gp]. This 'jury-rigged' item will 
  function for one day or, in the case of a consumable item, one use. The temporary nature of this item makes 
  it unsellable and it has half the usual durability of a comparable item. Unconsumed items can be 
  disassembled to recover the raw materials in 1 minute. Otherwise, you must purchase 10 gp in new raw 
  materials to use this ability again. You may have up to three temporary items at any given time. 
  Languages.​ You can speak, read, and write Common and Sylvan. 
   
  12 
  
  Racial Statistics 
  You can decide your character’s physical statistics, such as height and weight, or you can roll on the table 
  below to randomly generate these figures. Pony heights are measured to their shoulder. 
  Race 
  Base Height 
  Height Modifier 
  Base Weight 
  Weight Modifier 
  Earth Pony 
  4’ 0” 
  +2d6 
  150 lb. 
  x (2d4) lb. 
  Pegasus, Sky 
  2’ 10” 
  +2d4 
  100 lb. 
  x (1d4) lb. 
  Pegasus, Batpony 
  2’ 8” 
  +2d4 
  90 lb. 
  x (1d4) lb. 
  Unicorn 
  3’ 4” 
  +2d4 
  120 lb. 
  x (1d6) lb. 
  Griffon 
  4’ 3” 
  +2d6 
  170 lb. 
  x (2d4) lb. 
  Zebra 
  3’ 6” 
  +2d6 
  120 lb. 
  x (1d6) lb. 
  Crystal Pony 
  3’ 9” 
  +2d6 
  130 lb. 
  x (2d4) lb. 
  Changeling 
  3’ 1” 
  +2d4 
  110 lb. 
  x (1d4) lb. 
  Diamond Dog 
  4’ 6” 
  +2d6 
  100 lb. 
  x (2d4) lb. 
   
   
  Uncommon Races of Equestria 
  Crystal Ponies, Changelings and Diamond Dogs are a rare sight in Equestria. They usually hail from 
  faraway lands or deep underground and rarely have (if any) known established settlements. Citizens in 
  cosmopolitan cities may not look twice at unusual visitors as long as they’re peaceful, but in small towns 
  and villages, residents may respond poorly to these encounters. 
  Crystal Ponies.​ They look like Earth Ponies with gleaming coats. This may catch the curiosity of most 
  folks, drawing them closer to learn more about the new shiny visitor to their little settlement. Once the 
  residents know their guest, the Crystal Pony will likely be treated as well as any other pony.  
  Changelings.​ These are the creatures parents warn their children about as foal-eaters in the night. Folks my 
  pray for divine protection and actively cross streets to avoid the Changeling. Shopkeepers are likely to to 
  close up their shops before a Changeling can enter. 
  Diamond Dogs.​ Locals will likely assume a Diamond Dog is easily provoked and belligerent, so they will 
  give them space. Shopkeepers will hide particularly valuable and shiny wares to protect them from damage, 
  and tavern patrons will clear a table to avoid a drunken ruckus. 
   
   
   
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  Crystal Pony 
  “Just as the facets in every crystal can be traced to its creation, there are stories whose origin can be traced 
  back to the Empire. The Crystal Ponies of the northern lands are as familiar to the legends of Equestria as 
  you and I are to what we ate yesterday for breakfast. They did not teach the ancient history of Equestria, 
  they lived it.” 
  —Lincoln Elksworth, Journey of the Polar Star 
  Traditional celebrations rich in grandeur, halls of gleaming carved crystal, and the rhythmic chimes of mine 
  pickaxes and forge hammers greet those who venture to the far north. Here, the ponies of the Crystal Empire 
  stand as a testament to ages that they are as timeless as the mountains they were born from. 
  Of Gleaming Coats and Proud Hearts 
  Hardy in stature, Crystal Ponies are accomplished miners and smiths of crystal, stone, and metals. They 
  stand between 4 and 4.5 feet at the shoulders with an average weight around 150 pounds. Their coats are 
  commonly seen in soft cool hues and dark colors such as blue, green, and mahogany. A Crystal Pony’s coat 
  also has a faceted sheen to it that can reflect their current mood; joyful feelings are bright and shiny while 
  sadness and despair give off a dim and matte appearance. 
  Prosperity Through Adversity 
  The history of the Crystal Empire is marred with wars and strife. The last dark king to reign had cursed the 
  empire to sink beneith the snow for hundreds of years. Despite the bitter cold north around them, the ponies 
  of the empire remained resolute in their traditions of family and togetherness. The pain of their past fuels the 
  desire to improve their future and integrate back with their cousins. Crystal Pony traditions in mining, 
  metalwork, and brewery have reintroduced masterwork skills that the current age of Equestria has not seen in 
  centuries. 
  Many Faces, One Empire 
  The Crystal Empire is a small nation that shares a commonwealth status with Equestria, trading freely 
  between their borders. Crystal Pony communities prefer carving settlements near mountains for the mineral 
  resources therein. They value family and camaraderie in every aspect of their lives, and show their hearts 
  outwardly with more enthusiasm than any other breed of pony. 
  For Gold and for Glory 
  Crystal ponies that adventure do so for many reasons. Some wish to see the new world as it has changed in 
  the time they’ve been gone. Others seek to bring glory to their family name or make their fortunes out in the 
  still as of yet unexplored corners of Equestria. 
   
   
  14 
  
  Crystal Pony Names 
  A Crystal Pony’s name is like a pedigree. Reused many times, a Crystal Pony is proud of the heritage their 
  name brings and will do their best to continue honoring the legacy their name brings. 
  Male Names:​ Check, Bishop, Dandy, Ebony, Night, Periwinkle, Rook, Zirconic 
  Female Names:​ Amber, Esmerelda, Ivory, Jade, Lilac, Opal, Ruby, Topaz 
  Surnames:​ Arrow, Axehelm, Clover, Firmheart, Lighthammer, Maresbury, Mercury, Redspike 
  Crystal Pony Traits 
  Your Crystal Pony character has an array of inborn abilities, due to their nature. 
  Ability Score Increase.​ Your Constitution score increases by 2 and one other score of your choice increases 
  by 1. 
  Age.​ Crystal Ponies are considered adults after age 17. They usually live to nearly 90 years. 
  Alignment.​ Crystal Ponies lean toward Good tendencies, supporting each other as family. 
  Size.​ Crystal Ponies stand between 4 and 4.5 feet tall at the shoulder and weigh about 150 pounds. Your size 
  is Medium. 
  Speed.​ Your base walking speed is 30 feet. 
  Skillful.​ You gain proficiency with one skill of your choice. 
  Stonecutting.​ Whenever you make an Intelligence (History) check related to the origin of stonework, you 
  are considered proficient in the History skill and add double your proficiency bonus to the check, instead of 
  your normal proficiency bonus. 
  Tool Proficiency.​ You gain proficiency with the artisan’s tools of your choice: Smith’s tools, Brewer’s 
  supplies, or Mason’s tools. 
  Crystal Armor.​ When unarmored, you have a base Armor Class equal to 12 + your Dexterity modifier. This 
  ability does not stack with worn armor, but it will stack with shields. 
  Languages.​ You can speak, read, and write Common and Undercommon. 
   
   
   
  15 
  
  Changeling 
  “What you must understand is that we are not inherently evil. We did not awake one morning and decide to 
  feast on the love and joy of ponies. We evolved this way, no more a pony’s antagonist than a snake is to a 
  chicken. We hide among the pony folk as a defense mechanism, because they have already assumed us to be 
  monsters and the clucking of chickens will alert the angry farmer.” 
  —Ace Gambit, The Pony Everypony Shouldn’t Know 
  Changelings are mysterious insect-looking pony creatures that live in secrecy among pony settlements. They 
  are excellent infiltrators with their ability to take the form of any pony. 
  The Identity of a Shapeshifter 
  Visually they are like pony-shaped insects. Changelings have black carapace-like coats with a dark colored 
  ‘saddle’ section and holes in their legs. They also have reflectionless eyes, jagged ears, fangs, and a horn that 
  curves back. Their webbed manes and tails have dull, grayish colors. Changelings have insect-like iridescent 
  wings with which to fly. They are not particularly large compared to most ponies, averaging between 3.5 and 
  4 feet at the shoulder with a weight around 120 pounds. 
  For Swarm and Survival 
  Most Changelings belong to a hive. The hierarchy bears resemblance to bees, where they are divided into 
  castes of workers, soldiers, and drones all under a single queen. The queen can reassign roles as the needs of 
  the hive change. They are omnivores, but prefer to feed off the positive emotions of love and friendship that 
  ponies exhibit so strongly. Their prefered method to obtain this emotional energy is to disguise themselves as 
  someone’s lover or best friend, gaining their trust, and then feeding on them when the Changeling has their 
  victim at a disadvantage. 
  Living in the Shadows 
  There are no known permanent Changeling settlements. Hives are small and continuously relocate to follow 
  the seasons and prevent discovery by curious adventurers. If settled near a town, they will often replace a 
  newborn foal with their own hatchling, magically transformed to resemble the taken child. The hive then 
  raises the foal to be a productive worker (and occasional food source) while the hatchling learns the ways of 
  pony society for the hive, fed by the love and care of its adopted parents. Usually when the young 
  Changeling’s powers manifest, they are forced to flee, but there are rare cases the parents accept them. 
  The Mysterious Wanderer 
  Changelings that adventure are usually ones raised by ponies or have left their hive due to overpopulation. 
  Some seek admiration or fame from the masses, while others desire wealth to begin new lives in a quiet town 
  or to simply satisfy their curiosity of how other races live so they can better hide among them. 
   
  16 
  
   
  Changeling Names 
  Hives rarely name their young, but those that leave may adopt a nickname with their new identity. 
  Changelings that are raised by ponies will be named by their unaware parents. 
  Male Names:​ Ace, Angel, Lucky, Oreo, Roo 
  Female Names:​ Boo, Bunny, Cookie, Dove, Joy 
  Surnames:​ [As Per Adopted or Assumed Family] 
  Changeling Traits 
  Your Changeling character has a bundle of innate abilities, due to their nature. 
  Ability Score Increase.​ Your Charisma score increases by 2 and your Intelligence score increases by 1. 
  Age.​ Changelings are considered adults after age 16. They usually live to around 75 years. 
  Alignment.​ Changelings generally have Neutral tendencies, not particularly for or against a cause. 
  Size.​ Changelings stand between 3.5 and 4 feet at the shoulder with a weight around 120 pounds. Your size 
  is Medium. 
  Speed.​ Your base walking speed is 25 feet. Your base flying speed is 30 feet. 
  Wings. ​You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if 
  there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not 
  designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if 
  you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone 
  while in the air, you fall. 
  Darkvision. ​You have superior vision in dark and dim conditions. ​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. 
  Fey Ancestry.​ You have Advantage on saving throws against being charmed and magic can’t put you to 
  sleep. 
  Doppelganger.​ You can use your action to change your appearance to that of any medium sized pony (Earth 
  Pony, Pegasus, Unicorn, Crystal Pony, or Zebra). This change includes gender, voice, coat/mane colors, and 
  a cutie mark (if desired). You can impersonate a specific individual with a successful Deception check versus 
  those familiar with the original target. If your new form does not have wings, you cannot fly. Your 
  equipment does not change with you. If you die, you revert to your natural appearance. 
  Love Siphon.​ You can drain a target of its life energy. As an action, make a melee spell attack against a 
  creature within your reach. On a hit, the target takes 2d6 psychic damage and you regain hit points equal to 
  half the amount of psychic damage dealt. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 
  5d6 at 16th level. You must complete a short or long rest to regain use of this ability. 
  Languages.​ You can speak, read, and write Common and Sylvan. 
  17 
  
  Diamond Dog 
  “Ponies are always thinking they’re the smartest. They underestimate us because we live underground and 
  lack their fancy magic tricks. We do not do tricks, we are warriors who conquered stone with our own paws. 
  Any creature can pitch a little tent on the ground. We built an entire underground city!” 
  —Theodore Barkley, The World Under your Hooves 
  Fierce and clever, Diamond Dogs are a subterranean race that have built grand underground settlements 
  stocked with the riches of the earth. They are capable warriors and skilled miners. 
  A Gemstone’s Best Friend 
  They are semi-bipedal canines with long arms, which give them a tall, lanky appearance compared to the 
  more compact quadruped pony races. Diamond Dogs can walk on their hind legs, or on all fours with a gait 
  similar to a gorilla. They average between 5 and 5.5 feet tall with a weight of around 140 pounds. They have 
  wide ‘paws’ with opposable thumbs and well-developed muscles that enable them to easily dig through dirt 
  and sand. 
  Running with the Big Dogs 
  Diamond Dogs are somewhat xenophobic and prefer to be left to their own vices. They generally are not 
  very bookish, but they are industrious and teach many practical craft skills to their young; mining, smithing, 
  gem cutting, etc. Most are aggressively loyal to their homes and will chase off unwanted encroachment upon 
  their territory. They have a fondness for precious gemstones and incorporate it in their art and fashion. They 
  are rarely seen on the surface, but many above grounders become traders and merchants, bridging the two 
  worlds through business ventures. 
  Dig a Little Bit Deeper 
  They prefer building their settlements deep below the mountains, obtaining warmth from geothermic vents. 
  Diamond Dog villages are a maze of interconnected caverns. This serves to disorient potential intruders and 
  make defending their homes easier. The community’s main living area is the largest cavern found in the top 
  levels of the settlement, while the bottom levels are where their mines and forges would likely be found. 
  Water is supplied through underground rivers or surface canals tunneled into their caves. 
  Breaking the Surface 
  Most Diamond Dogs that travel do so with caravans in order to trade their crafts for resources not obtainable 
  underground such as cotton. Adventurous members seek out their wealth of gemstones by taking part in 
  expeditions or hiring themselves as proficient bodyguards. 
   
   
   
  18 
  
  Diamond Dog Names 
  Young Diamond Dog pups generally have simple names that may have some underlying meaning or family 
  history. It is not unusual for names to be reused every other generation within a family. 
  Male Names:​ Bailey, Bandit, Charlie, Duke, Lucky, Max, Oliver, Rocky, Rusty, Toby 
  Female Names:​ Bella, Coco, Daisy, Katie, Lily, Lucy, Mia, Molly, Penny, Roxy, Zoe 
  Surnames:​ Barkley, Deverpaw, Lumbfurg, McCorg, Ruffalo, Spaniel, Tailey, Warhowl 
  Diamond Dog Traits 
  Your Diamond Dog character has a plethora of inherent abilities, due to their nature. 
  Ability Score Increase.​ Your Strength score increases by 2 and your Constitution score increases by 1. 
  Age.​ Diamond Dogs are considered adults after age 16. They usually live to nearly 75 years. 
  Alignment.​ Diamond Dogs lean toward Lawful alignments because they believe in an orderly society. 
  Size.​ Diamond Dogs average between 5 and 5.5 feet tall and weigh around 140 pounds. Your size is 
  Medium. 
  Speed.​ Your base walking speed is 30 feet. 
  Darkvision.​ ​You have superior vision in dark and dim conditions. 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. 
  Poison Resilience.​ You have Advantage on saving throws against poison, and you have resistance against 
  poison damage. 
  Savage Attacks.​ When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s 
  damage dice one additional time and add it to the extra damage of the critical hit. 
  Burrowing.​ You can dig through loose sand and dirt at a speed of 15’ per round, creating a tunnel one size 
  category smaller than you. You may choose to leave the dug passage open for others of your size category 
  (or smaller) to follow, or you can collapse the passage as you move. Under most circumstances, creatures 
  can only travel at normal speed through tunnels at least 1 size larger than themselves, otherwise they must 
  crawl at half-speed. Creatures larger than you cannot fit into the tunnels you create.​ If you collapse the 
  passage behind you and remain buried, your space will provide 1 minute of breathable air. After that you 
  must break to the surface again or begin to suffocate. 
  Languages.​ You can speak, read, and write Common and Undercommon. 
   
   
   
   
  19 
  
  Cutie Marks 
  There is currently no mechanical system in place for Cutie Marks. The reason for this is two-fold; First, 
  players who wish their Pony or Zebra to be talented at something will already incorporate the relevant skills 
  and abilities into their build. Secondly, non-pony characters may feel they are at a disadvantage for lacking 
  the benefit of a mechanical talent. 
  Players are encouraged to flavor their character’s background around a special talent through the choices 
  made during the design phase. For example, if your pony’s background states that their special talent is 
  climbing, pick a class or background that allows you to take Athletics as a choice for proficiency. 
   
  Equipment and Winged Races 
  Some races presented in this document have wings that allow them to fly. Equipment worn over the body, 
  such as shirts, armor, and saddlebags, are by default not assumed to have the holes, slits, and straps in order 
  to accommodate wings. Wearing such gear will provide their indented bonuses, but the character will be 
  unable to unfurl their wings and take flight. Purchasing or modifying worn equipment to fit a winged 
  character adds 50% to the item’s base price. 
   
  Inspiration and the Elements of Harmony 
  This is an optional alternative to D&D 5e’s Inspiration system. It empowers the players to gain Inspiration 
  by following their Personal Characteristics through role playing. Here is how it works: 
   
  Every character begins each session with Inspiration, which is a thing you either have or you don’t. 
  If you have Inspiration, you can spend it at any time to take an Inspired Action provided that action 
  somehow ties into one of your character’s personal characteristics. If your Ideal is “I will do anything to save 
  a person in danger,” and you want to swing across a ravine on a vine to rescue someone who is about fall 
  into the ravine and hanging by one hand, that fits. You can claim an Inspired Action. 
  When you take an Inspired Action, you can either gain advantage on an ability check, attack roll, or saving 
  throw OR you can give advantage to someone else’s ability check, attack roll, or saving throw provided you 
  are in a position to assist them directly in some way OR impose disadvantage on someone else’s ability 
  check, attack roll, or saving throw provided you are in a position to hinder their action directly in some way. 
  Whatever it is, the Inspired Action MUST somehow connect to one of your Personal Characteristics. 
  So, let’s take that “I will take any risk to save a person in danger.” You could do the aforementioned 
  “swinging across the ravine to catch them from falling” thing. Or if they have to attempt a saving throw to 
  avoid a collapsing ceiling, you could throw yourself at them to save them, giving them advantage on the 
  saving throw. Or if a monster is about to attack someone standing near you, you can interpose yourself and 
  give the monster disadvantage on the attack roll. 
  20 
  
  When you don’t have Inspiration, you can Claim a Setback to gain Inspiration. To Claim a Setback you must 
  either impose disadvantage on one of your own ability checks, saving throws, or attack rolls based on one of 
  your Personal Characteristics OR make a decision that creates a significant story setback, obstacle, or 
  hindrance. When you want to Claim a Setback, simply ask the GM. For example: “I’m easily distracted by 
  shiny objects, so I’m distracted by the giant pile of treasure. Can I Claim a Setback and take disadvantage on 
  my saving throw against the dragon’s fire breath?” Or: “This guy wants to help us, but I distrust all strangers. 
  I’m going to be rude and accusatory of him. Can I Claim a Setback for that?” And then the GM might have 
  the stranger refuse to help or get offended or start a fight. Whatever. 
  After you Claim a Setback, you get Inspiration. You can use the Inspiration to take an Inspired Action. And 
  on and on it goes. 
   
  This optional system has been taken from the article “​11 Ways to Take the Suck out of Inspiration in D&D​” 
  by The Angry GM. The full article can be found here: 
  http://theangrygm.com/take-the-suck-out-of-inspiration/ 
   
  21 
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/MLP RPGS/D&D 5E/My Little Pony Races for D&D 5e.pdf