• 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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  • 134 weeks
    Hitch Trailblazer: Fifth Edition Dungeoneers

    Once more we delve into Fifth Edition D&D, with the help of David Silver's trusty Ponyfinder work. Once more I say that these G5 characters are only fourth level by the end of the film. And once more I select a pony to provide statistics to. Today, of course, we're choosing somebody Sunny's known all her life...

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Oct
4th
2021

Sunny Starscout: Fifth Edition Dungeoneers · 5:50am Oct 4th, 2021

In the interests of WELL THIS IDEA WON'T LEAVE MY HEAD I've decided to whip up D&D character stats for the Gen5 pones! I am using some elements from the Ponyfinder setting crafted by David Silver, because they actually fit pretty well into what we're going for here. That said, since all we've got is a single movie, I'm going to say that they're all only at fourth level. And who better to start us off than...


SUNNY STARSCOUT!
She's ready to make some friends, even if they're not ready for her.

Sunny Starscout is an Earthbound Pony with a Unique Destiny, taking off the Unbound Hooves background and picking up three levels as a Pony Scholar Wizard and one as a Unification Sorceror. What does that mean? Well, let's break it down a bit.

Firstly, unless otherwise stated, I'm using the Stat Array for characters. That means I have a 15, 14, 13, 12, 10, and 8 to plug in to each of the stat blocks. For Sunny, that's Charisma, Intelligence, Wisdom, Dexterity, Strength, and Constitution, in that order. Of course, that's before racial bonuses; Earthbound ponies get +2 to their Constitution, bumping that up to 10, and with a Unique Destiny Sunny has another ability point, which she puts into wisdom. That leaves her with a +2 ability modifier for all her mental skills and a +1 to her Dexterity--she's gotta stay balanced on those roller skates somehow! All in all, a decent all-rounder.

Earthbound 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. Earthbound in particular also have advantage on saving throws against poison, resistance against poison damage, and advantage on physical saving throws--Strength, Dexterity, or Constitution--made against magical effects. And with a Unique Destiny, not only does Sunny get the bonus ability point above, she also gets to add half her proficiency bonus to death saving throws and gets proficiency in a single skill. I went with Stealth, because she has shown herself to be very sneaky when she wants to be.

The Unbound Hooves background is from Ponyfinder, and essentially represents those who aren't willing to just accept what the world tells them is true. And boy howdy, if that don't summarize Sunny Starscout's insistence that unicorns and pegasi aren't the enemies.... From this background, Sunny learned the art of Investigation and Persuasion, as well as gaining proficiency in Painter's Supplies (always useful when you need a good protest sign, or to send a drawing to ponies outside town). The Unbound Hooves background also has the Talent Network feature, letting Sunny call for assistance with things she's not specialized with once per season; even if she's an outsider, ponies are a helpful bunch.

Of course Sunny spent a lot of her early life studying lore and forgotten legends, which makes her something of a Wizard. She's a smart cookie, proficient in Arcana and History skills, Intelligence and Wisdom saving throws, and... a smattering of simple weapons (daggers, darts, slings, quarterstaffs, and light crossbows, if you really need to know). Aside from spellcasting (we'll get to that), Wizards get Arcane Recovery at first level; once per day, after a short rest, they can recover expended spell slots--equal to up to half their total wizard level, rounded up. At three levels of Wizard, that's... one second-level spell slot, or two first level spell slots. Not that much, but magic is a lost art. At their second level, Wizards pick an Arcane Tradition, and like I said Sunny is a Pony Scholar; that means at second level, her spellcasting ability switches to her highest mental ability, which in this case is Charisma...

...which brings us to the single level in Sorcerer and the benefits therein. In addition to being Charisma-based casters, Sorcerors discover their Sorcerous Origin at their first level. And again we turn to Ponyfinder to find this; specifically to the Unification origin, which is built around bringing the tribes together. And at first level, Sunny gets a trait from one of the other tribes--something that happened at the end of the film, after all. Unfortunately she has to wait till she has fourteen levels in sorcerer to get more than one in a mechanical sense. Still, she'll already have a lot of spells, so giving her Pegasus wings seems pretty reasonable; she can fly at ten feet per round, or up to thirty feet if she makes a Dexterity save of 15, and qualifies for anything requiring Cloudwalking as a prerequisite.

And now... spellcasting. Yes, I know magic vanished from the world until the end of the movie, but I take the view that Dungeons and Dragons "magic" can be something nonmagical--Burning hands is a guy with a flamethrower, sort of thing. As to what magic Sunny has... Well, with four levels in full caster, she has four first-level spell slots and three second-level spell slots that regenerate on a long rest. With three levels in Wizard she knows three wizard cantrips--spells which don't use a spell slot--and ten Wizard spells which can be first or second level, though she can only prepare up to five a day. Her single level in Sorcerer grants her four more cantrips and two Sorceror spells... though the sorcerer spells have to be first level. And, as an added measure, I tried to make the spells as unobtrusive as possible, to fit in with the story. Now, let us look through SUNNY STARSCOUT'S SPELL LIST!

Cantrips
Friends, Mending, and True Strike are the cantrips Sunny got from her wizardry studies--just careful applications of TLC. Blade Ward, Message, Prestidigitation, and Sword Burst are the ones she learned after magic returned and made her a full on Sorcerer.

Blade Ward

Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Friends

Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Mending

Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Message

Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Prestidigitation

Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Sword Burst

Conjuration cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

True Strike

Divination cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

First Level Spells
Of these spells, Absorb Elements and Chaos Bolt are the only sorcerous ones--Sunny's still getting a hang on actual magic. Everything else is just tricks she picked up in her wizardly studies as a Pony Scholar. Helping Hand is a spell from the Ponyfinder book.

Absorb Elements

1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Chaos Bolt

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
Chaos Bolt
Damage Type

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Poison
  7. Psychic
  8. Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Charm Person

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Expeditious Retreat

1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Healing Elixir (UA)

1st-level conjuration
Casting Time: 1 minute
Range: Self
Components: V, S, M (alchemist's supplies)
Duration: 24 hours
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Helping Hand

1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
While this spell is active, the target loses the fingerless quality. The spell creates temporary force grips as long as the target goes through the motion of using the device, enabling pony archers, slingers, crossbow, and firearm users. This spell does not allow two-handed melee or versatile damage in melee attacks. The strength of the force hand is equal to the strength of the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell ceases to require concentration. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain the spell for up to 24 hours.

Identify

1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Longstrider

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Mage Armor

1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Second Level Spells
Sometimes, all you have to do to make wonders happen is believe really, really hard.

Enhance Ability

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Magic Weapon

2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Suggestion

2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.

And there you have it. Sunny Starscout, in D&D 5E. Or, well, as she is now. No doubt future showings will have us... adding levels.

Comments ( 3 )

Shades of Tulok the Barbrarian, and I mean that as a compliment. Plus, I'm pretty sure we can see friends in full action with Alphabittle, including the outrage at being manipulated.

Is that level 4 by the beginning or end of the movie?

For comparison (and in PF1 because it's what I know - and what Ponyfinder was first built for), judging by the magic they were throwing around and a few other metrics, the FiM core cast began their show at level 9 and ended at level 18/tier 6.

5591732
Level 4 in 5E by the end of the film. These ponies haven't gotten to Banished God levels of threat... yet.

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