• Member Since 10th Jul, 2011
  • offline last seen Jul 24th, 2022

Masterweaver


Just an average insane brony, doing average insane things. Professional Fanfiction Writer and Purveyor, relevant links are on my profile page.

More Blog Posts409

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Oct
4th
2021

Izzy Moonbow: Fifth Edition Dungeoneers · 8:06pm Oct 4th, 2021

It's time for Numero Tres in this series, and boy howdy is it going to be a wacky one. With only four levels to work with, multiclassing is a risky, risky business--especially in D&D Fifth Edition. Luckily for us, David Silver and his Ponyfinder setting have a few very crafty tricks to make things... a little easier. And who is the pony we're going to be statting up this time around? Well, everyone, prepare to meet the instigator of the film...


IZZY MOONBOW!
No still image is capable of capturing her energy.

Izzy Moonbow is a Unicorn Pony with a Unique Destiny, coming from an Unaffiliated Adventurer background and picking up four levels in Drunken Master Monk. Yeah, that's... a wacky combo, I'll admit I waffled a bit, but trust me when I say that for what's shown in the film it will make sense... eventually.

We're starting off with a stat array, and Izzy's going to put her highest score in Wisdom--that's a 15, in case you weren't aware. Dexterity gets 14 points, because Izzy is capable of some mad hops and sick hoops, and Strength comes after that with 13 points--she dangled a whole pony on her horn, that ain't a weak neck she's got. 12 points go into Constitution; it takes a lot of hardiness to walk alone across an entire plain. Charisma is an average at 10 points--she's nice and all, but she doesn't really have a lot of persuasive skills--and that leaves 8 points in Intelligence. Of course, that's all before racial bonuses: unicorns get +1 to Constitution and Intelligence, and with a Unique Destiny Izzy can also add a point to her Wisdom score. Oh, and we'll be taking a feat that gives us +1 to Strength too. So that's a +3 Wisdom modifier, +2 Strength and Dexterity, +1 Constitution, and -1 Intelligence modifier. Izzy picks up on a lot, but doesn't quite process it all...

Unicorn ponies are mostly standard medium sapients, with a few unique quirks. Like all ponies, they qualify as fey for all purposes, their base speed is 40 feet, and as a Four-Legged creature rolls to avoid becoming prone are made with advantage and they can carry 50% more weight than their strength would ordinarily allow. Unicorns in particular can use a reaction to gain advantage on throws that let them avoid losing concentration, use their horns as an arcane focus, and cast the Light and Mage Hand cantrips with Intelligence as a spellcasting ability--or, well, they can after magic returns. And with a Unique Destiny, not only does Izzy get the bonus ability point above, she also gets to add half her proficiency bonus to death saving throws and gets proficiency in two kinds of tools. I figure the Disguise Kit and the Carpenter's tools are what made Izzy's house so... eccentric.

The Unaffiliated Adventurer Background is from Ponyfinder, and... it's basically exactly what it says on the tin. Izzy has profiency in Perception, Survival, and with Thief's Tools (you know, just in case a trap needs to be disabled). She's also got a feature that lets her hear A Story For Every Darkness; basically, if there's a rumor about a dangerous site, Izzy's heard about it. Ignore her wisdom at your peril.

Taking the Monk class gives Izzy even more skills, like Acrobatics, Insight, and Tinker's Tools. For those of you keeping track, she's now proficient with four different sets of tools, at only her first level. She's also proficient with simple weapons, shortswords, and Strength and Dexterity saving throws. The First Level of Monk also grants her Unarmored Defense, meaning her Armor Class is ten plus her Dexterity Modifier plus her Wisdom Modifier--an attack has to roll a 15 or higher to hit. Of course, that goes away if she wears armor or uses a shield, but the monk class is all about martial arts--and speaking of which, as long as she's wielding shortswords, simple weapons, or nothing at all, Izzy has the Martial Arts feature. That means she can use Dexterity instead of Strength for her attack and damage rolls, she can choose to roll a Monk Damage Die (currently a D4) in place of the normal damage she would do, and she can make an unarmed strike as a bonus action after making an attack.

A second level Monk gets Unarmored Movement, increasing their speed by ten feet when they're not in armor or using a shield. Izzy is certainly a zippy pony, after all. And in addition to that, she's got Ki points--although, let's be honest, she'd probably call them Sparkle points--that she can use to fuel some super special awesome moves. She only has an amount equal to her Monk level, but she does regenerate them on a Short or long rest. The basic Ki abilities are Flurry of Blows (make two unarmed strikes after an attack as a bonus action), Patient Defence (get into Dodge as a bonus action) and Step Of The Wind (Disengage or Dash as a bonus action, and jump distance is doubled for the turn). However, there are other Ki-fueled abilities that come with leveling up, and various side materials also have ki-fueled abilities. One such example comes at third level with the ability to Deflect Missles, a reaction to ranged attacks that reduces damage by 1d10+the dexterity modifer+the monk level; if damage is reduced to 0 by this, Izzy can spend a ki point to throw whatever she caught at any target within 20/60 feet as part of the same reaction. Or not, if she's not feeling violent.

Of course, third level is also when a Monk picks their Monastic Tradition, and Izzy Moonbow has followed the Way Of The Drunken Master Teashop Barrista. (This is a kid's show! We can show characters in dangerous mechas, but alcohol is a nono.) With this, Izzy has proficiency in Performance and with Brewer's Supplies, which we assure you she just uses to make tea. She also knows the Drunken Technique Waitress Waltz; whenever she uses Flurry of Blows, she can Disengage for free, and her walking speed increases by ten feet for the turn. Wait, is renaming that a good thing...?

At fourth level, Izzy gains the Slow Fall feature, letting her take a reaction to reduce any falling damage by an amount equal to five times her monk level. That's 20 damage, and since you take 1d6 damage for every ten feet you all, that means Izzy can survive a thirty-foot drop without worry and maybe a 200 foot drop if she's extremely, extremely lucky. Also at fourth level she gets an Ability Score Improvement... which we're going to burn for a feat from Ponyfinder. Sharpened Horn not only gives Izzy +1 to her Strength score (see, I told you we were going to do that!), it also makes her horn a Light Melee magical weapon that deals 1d6 piercing damage, or 2d6 if she's moved at least 10 feet before making an attack. Throw on her monk bonuses, and it's no wonder she was able to chop down that tree.

Cantrips
Just some basic Unicorn magic. Really basic. Magic only just came back, after all.

Light

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mage Hand

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Izzy Moonbow may be a seasoned adventurer by pony standards, but at fourth level she's only beginning her questing career. And now that magic's returned, I'm pretty certain she's going to look over some multiclassing options. What waits in her future...? Only time will tell.

Comments ( 1 )

And now I'm imagining Kenshiro-level rapid strikes while pecking down that tree. Definitely an interesting take on Izzy, and kudos for sheer quantity of tool proficiencies. It was probably either this or artificer, and her unicycling isn't quite magical. Yet.

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