Equestria world illustration - Fantasy theme
Fantasy

Equestria

T
Tinshi

+20 races 20 classes +30 items (UPDATED) A MLP world for ur oc to play in. The ai is prone to get a lot of things wrong in this universe. I was bored and I wanted to make something so I found something to become my next project and since I like MLP a little bit I just gathered a bunch of villains created them and then rushed at the end so this can be your template but I don't advise it to be


Author's Note: Our first official update is finally done
Played8 times
Cloned1 times
Created
25 days ago
Last Updated
18 days ago
VisibilityPublic
Arc Burst
4

Arc Burst

Unleash a 30-ft. long, 5-ft. wide bolt of unstable lightning in a line. Each creature in the line must make a DC 16 Dexterity saving throw, taking 6d8 lightning damage on a failed save, or half as much on a success. Flammable objects in the area ignite.

Prehensile Mane
1

Prehensile Mane

You animate your mane, granting it four prehensile limbs with 15 ft. reach. You can use these limbs to make melee attacks, grapple creatures, or manipulate objects within range.

Wall-Trotter
0

Wall-Trotter

Grants the caster the ability to move across vertical surfaces and ceilings without needing to make ability checks for climbing or maintaining grip for the duration.

Mane Whip
2

Mane Whip

You lash out with tendrils of force in a 15-foot reach. On a hit, the target takes bludgeoning damage. If two or more tendrils hit the same creature in one round, it must succeed on a Strength saving throw or be grappled.

Sudden Lunge
1

Sudden Lunge

The caster makes a single Mane Lash attack with a whip or similar weapon. The caster gains advantage on Acrobatics checks and Dexterity saving throws to escape restraints or avoid being knocked prone until the start of their next turn.

Throw Object
2

Throw Object

You use your hair to hurl a Large or smaller object or creature within 30 feet at a target within 60 feet. Make a ranged attack; on a hit, the target takes bludgeoning damage, and if the target is a creature, it takes the same damage again from the impact.

Tangle
2

Tangle

The caster lashes your hair in a 10-foot radius. Each chosen creature must succeed on a DC 15 Dexterity save or be restrained by hair until the end of their next turn.

Mane Lash
2

Mane Lash

You lash out with tendrils in melee range, dealing bludgeoning damage. If two or more tendrils hit the same target in a round, the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).

Teleport All
5

Teleport All

You teleport yourself and at least two willing creatures within range to a destination you specify. All targets must be within 30 feet of you and teleport simultaneously to the chosen location.

Teleport Target
4

Teleport Target

Instantly transports a creature you can see within range to a destination you specify within range. The target must succeed on a Wisdom saving throw or be teleported; on a success, the spell has no effect.

Drain Punch
3

Drain Punch

You deliver a gut check uppercut or tackle that drains the target's magic and health, restoring your own HP and spell energy.

Drained Magic Orb
2

Drained Magic Orb

Upon casting, this orb stores the energy from each draining attack the caster has performed. For every such attack, the orb adds an additional 1d4 force damage to its effect when used.

Drain Soul
7

Drain Soul

You open your mouth and magically force the target to open theirs, draining their soul and magic through their cutie mark. This permanently reduces their magical and skill proficiency tied to their cutie mark, even affecting Earth ponies with hidden ancient magic. The effect stacks indefinitely, weakening the target's abilities permanently.

Cursed Words
3

Cursed Words

The caster targets one creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 10 minutes, seeing the caster as a trusted figure and unable to attack them. The target can repeat the saving throw at the end of each of its turns to end the effect early.

Savage Buck
2

Savage Buck

A frenzied melee attack that deals heavy bludgeoning damage and may knock the target prone if they fail a Strength saving throw.

🧠Dual-Mind Shift
0

🧠Dual-Mind Shift

After 3 full turns, the Nightmare Force synchronizes with the host, increasing INT, WIS, and CHA by 4. It gains the ability to cast spells and becomes calculating, verbal, and manipulative, focusing on exploitation rather than brute force. Once activated this is permanent

🩸Shared Curse
0

🩸Shared Curse

Melee spell attack that deals necrotic damage and curses the target, altering their class and imposing penalties. While cursed, the target takes extra damage, has disadvantage on Wisdom saves, and if they die, their shadow rises as a Shadow under the caster's control for 1 hour.

Dark Will
2

Dark Will

Grants the target advantage on saving throws against banishment, turning, or magic suppression effects. If the target starts its turn in dim light or darkness, it regains 10 hit points.

Living Shadow
0

Living Shadow

Creates a magical darkness within 30 feet that does not hinder vision. Creatures in this darkness have disadvantage on saving throws against its spells and abilities. The Pony can move through spaces as narrow as 1 inch without squeezing and can enter and stop in a frightened creature's space.

Dark Implosion
5

Dark Implosion

You erupt with dark energy, forcing creatures of its choice in a 20-foot radius to make a DC 18 Dexterity saving throw. On a failed save, creatures take 45 (10d8) necrotic damage and are blinded until the end of their next turn; on a success, they take half damage and are not blinded.

Nightmare Presence
0

Nightmare Presence

As a bonus action, the caster forces creatures of its choice within 30 feet that can see it to make a DC 18 Wisdom saving throw. On a failed save, creatures are frightened for 1 minute, with a save at the end of each of their turns to end the effect.

Blackbolt
2

Blackbolt

You unleash a bolt of dark energy at a target within range, dealing necrotic damage on a hit.

Shadow Tendrils
1

Shadow Tendrils

You use shadowy tendrils that lash out at a creature within 15 feet. On a hit, the tendrils deal necrotic damage and may restrain the target if it fails a Strength saving throw.

Cursed mind Link
5

Cursed mind Link

Establishes a permanent telepathic link with a creature within 65 feet, allowing silent communication regardless of language or willingness. You can also unleash a shadowy energy bolt through the link to strike one of the creature's opponents within 60 feet.

Dark Pulse
5

Dark Pulse

You unleash a wave of dark energy in a 15-foot radius. Creatures in the area must make a Constitution saving throw or take necrotic damage, half damage on a success.

Deceptive Charm
3

Deceptive Charm

You target one creature you can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is under your control and cannot take hostile actions against you.

Detect Magic
1

Detect Magic

For the duration, you sense the presence of magic within 30 feet. Using an action, you can see a faint aura around visible creatures or objects bearing magic and learn their school of magic, if any. The spell penetrates most barriers but is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disharmony Wave
3

Disharmony Wave

Emits a 30-foot cone of chaotic magic causing confusion on a failed DC 18 Wisdom save for 1 minute.

Dragon Blast
5

Dragon Blast

A powerful ranged spell attack that unleashes a blast of fire and necrotic energy at a single target within 120 feet.

Dragon blast (Charged chaos)
8

Dragon blast (Charged chaos)

A ranged spell attack that unleashes a blast of fire and necrotic energy at a single target within 240 feet. The blast corrupts what it touches, melting the ground like acid and dealing fire and necrotic damage.

Dream Manipulation
5

Dream Manipulation

You invades the dreams of a creature within 120 feet, dealing 4d10 psychic damage and forcing an Intelligence saving throw or be paralyzed with fear for 5 minutes.

Earth Sphere
1

Earth Sphere

You summon a massive sphere of compacted earth, shaped by the spirits of the past and present, which you can hurl at a target to deal bludgeoning damage and potentially knock them prone.

Echo of Tyranny
2

Echo of Tyranny

You project your commanding voice, granting all your allies advantage on attack rolls and saving throws until the start of your next turn.

Ensnaring Cocoon
2

Ensnaring Cocoon

Conjure a magical cocoon that restrains one creature within 30 feet. The target must succeed on a DC 17 Dexterity saving throw or be restrained for up to an unknown amount of time, with a saving throw at the end of every third turn to escape.

Equal Cutie Mark Mastery
5

Equal Cutie Mark Mastery

Once per 3 days, you create a magical suppression field centered on a creature within range that nullifies its unique magic, class features, innate magic, and racial traits for 1 minute. The target must succeed on a DC 17 Wisdom saving throw or be affected. This effect functions like a custom antimagic field but only suppresses the specified abilities, leaving other magic unaffected.

Euphoria Aura
0

Euphoria Aura

Once per short rest, you can cast Calm Emotions or Enthrall without expending a spell slot, filling everyone around you with joy and positive energy.

False Tears
3

False Tears

Targets one creature within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or become Frightened and Confused for up to 10 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Flying Dash
0

Flying Dash

As a Pegasus, you can fly at great speeds. You have a flying speed of 60 feet and can Dash as a bonus action. When flying at top speed, Dash can use the Dash action and move twice as fast.

Forced Chess Match
5

Forced Chess Match

You magically compel a creature to engage in a spiritual chess match. If the target loses, they immediately lose 50% of their current hit points, which they regain after taking three actions. Unless they're dead

Gods Chess Match
9

Gods Chess Match

You compel a creature to a spiritual chess match in a blue flame realm. Losing causes immediate loss of 50% current HP, regained after three actions unless dead. Each blunder darkens their soul flame on a pedestal, causing 10% max HP permanent loss. Losing within five rounds causes soul and body to vanish.

Harmonizing Aura
2

Harmonizing Aura

The caster emits a soothing aura in a 30-foot radius that grants all allies advantage on saving throws against being frightened or charmed for 1 minute.

Hoof Kick
2

Hoof Kick

You deliver a powerful kick with a hoof, striking a creature within 5 feet and dealing bludgeoning damage. (This is a specific Earth Pony exclusive due to only Earth ponies have enough strength to generate this amount of speed and just enough durability to resist getting hurt from this and also to not make it a different ability entirely)

Horn Impalement
1

Horn Impalement

You thrust your horn forward to impale a target within range, dealing piercing damage and potentially causing bleeding.

Howl of the beasts
2

Howl of the beasts

You emit a terrifying howl that forces all creatures within 30 feet to make a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Hyper charismatic
3

Hyper charismatic

You exude an overwhelming charismatic aura that compels creatures with chaotic or evil alignments to heed your suggestions. Targets must be able to hear and understand you to be affected.

Incredible Reflexes
0

Incredible Reflexes

You can use your action to dash or hide as a bonus action once per turn due to your nimbleness and unpredictability.

Infectious enthusiasm
0

Infectious enthusiasm

You can inspire others with her infectious enthusiasm. As a bonus action, you can grant an ally within 60 feet an extra 1d6 to add to one ability check, attack roll, or saving throw. This can be used 3 times per long rest.

Innate Shadow
0

Innate Shadow

You envelop yourself in a shadowy aura granting resistance to necrotic damage and immunity to frightened condition. While active, you are vulnerable to radiant damage and can choose to enlarge yourself, increasing your size by one category.

Jungle Camouflage
0

Jungle Camouflage

While in jungle or forest terrain, the caster gains advantage on Dexterity (Stealth) checks to hide, blending seamlessly with the natural surroundings.

King's Rainfall
4

King's Rainfall

Summon a storm that causes lightning to strike any creature within 60 feet except the caster each time rain seeps into the ground.

Lords Magic Resurgence
0

Lords Magic Resurgence

The caster envelops themselves in a red, lava-like aura for 3 actions. Any damaging spell cast on the caster is reflected back to the opponent. If the opponent is resistant or immune to the reflected spell, the damage type changes to one of the opponent's previously used spells.

Love Drain
1

Love Drain

Caster targets one creature you can see within 60 feet that is charmed or has a strong emotional bond. The target must succeed on a DC 18 Wisdom saving throw or take 27 (6d8) psychic damage and the caster gains temporary hit points equal to the damage dealt.

Luna's helpful night
3

Luna's helpful night

Creates a 60-foot radius sphere of magical darkness centered on the caster that lasts for up to 10 minutes. The darkness blocks all nonmagical and magical light, and creatures without darkvision or a special sense cannot see through it.

Magic Drain
2

Magic Drain

You make a ranged spell attack against one creature within 60 feet, dealing necrotic damage. On a failed Constitution save, the target loses their highest-level spell slot, which empowers your next attack.

Magic Empowerment
3

Magic Empowerment

Empowers the next damaging spell or weapon attack to deal an additional 6d8 force damage and push the target 15 feet back. Recharge 5-6.

Magical Barrier
1

Magical Barrier

Creates a 60-foot radius barrier around the caster with 100 hit points. The barrier grants resistance to force and psychic damage and immunizes the caster against being charmed or frightened while active.

Magical Dash
0

Magical Dash

You teleports the caster up to 30 feet to an unoccupied space they can see. This movement does not provoke opportunity attacks.

Magical Reversal
4

Magical Reversal

As a 2-action reaction, attempt to counter a spell cast within 60 feet, functioning as Counterspell cast at 5th level.

Magics Horn
3

Magics Horn

You conjure a ghostly horn and strike a creature within reach, unleashing a blast of necrotic energy that deals 6d6 necrotic damage plus a melee attack where you Plunge your horn in someone, plus 1d4 piercing and bludgeoning damage.

Manipulative Bolt
3

Manipulative Bolt

A bolt of psychic energy that deals damage and impairs the target's mental defenses, causing disadvantage on their next Wisdom saving throw if they fail an Intelligence save.

Mind Overpower
9

Mind Overpower

You use dark powers to permanently link your mind to a creature within 120 feet, overpowering their consciousness and controlling their body. This effect has no saving throw and is not considered an attack. You can use this ability only once, regardless of circumstances.

Mismatched Limb Strike
1

Mismatched Limb Strike

You strike with a random limb, dealing bludgeoning damage. The limb used is randomly chosen from a body part each adding a unique flair to the attack.

Modified time spell
9

Modified time spell

You manifest control over time, creating a temporal field that allows you to enter alternate timelines or manipulate the flow of time within the current one. You can choose to remain in a manifested timeline or shift between them as a bonus action on your turn.

Multi-Limbed Predator
2

Multi-Limbed Predator

You Use a tail hand that grants you an additional unarmed attack as a bonus action. You can use your tail to grapple creatures without releasing weapons held in your hands.

Nightmare Gaze
3

Nightmare Gaze

You fix your gaze on one creature within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Nightmare Grasp
4

Nightmare Grasp

You conjure shadowy chains that lash out to grasp a creature within 35 feet. On a hit, the target takes psychic damage and is restrained by the chains, which it can attempt to break free from with a Strength saving throw.

Nightmare Moon's Eternal night
9

Nightmare Moon's Eternal night

You create a 1000-foot radius sphere of magical darkness centered on yourself for 10 minutes. Creatures inside have disadvantage on attack rolls and saving throws. Enemies must succeed on a DC 20 Wisdom saving throw or fall asleep; the darkness and sleep effect are permanent. As a bonus action, you can fire radiant lunar beams dealing 6d8 radiant damage and blinding foes on a failed Intelligence save.

Obsidian Orb Petrification
3

Obsidian Orb Petrification

You hurl a shard of obsidian at a creature within 60 feet. On a hit, the target must make a DC 18 Constitution saving throw or be petrified for 10 minutes. If you have the obsidian orb in your inventory, the save DC increases to 25 and petrification becomes permanent on a failed save, or lasts 24 hours on a successful save.

Pegasus Flight
3

Pegasus Flight

the caster uses wings that allow them flight without concentration, enabling hovering and exceptional maneuverability. Each kick releases a small bolt of lightning dealing lightning damage to a target within range.

Phantom Size
1

Phantom Size

You conjure a phantom magical limb that can alter its size to perform actions requiring different sizes, allowing you to adapt to various magical or physical tasks.

Pony pickaxe
1

Pony pickaxe

You strike a creature with a powerful melee weapon attack, dealing piercing damage and potentially staggering the target.

Psychic Disarm
4

Psychic Disarm

You unleash a burst of light that assaults the mind of one creature within 60 feet, forcing it to drop concentration on any spell it is maintaining and dealing psychic damage.

Radiant Hoof Strike
2

Radiant Hoof Strike

A melee weapon attack that deals radiant damage with a glowing, powerful strike from a hoof, illuminating the target and surrounding area.

Raise the Dead
3

Raise the Dead

You animate up to four corpses within 60 feet, raising them as either zombies or skeletons under your control for 1 hour.

Reality Twist
7

Reality Twist

The caster warps reality in a 60-foot radius. Each creature of the caster's choice must succeed on a DC 18 Intelligence saving throw or be affected by one of three random effects: restrained by magical vines, turned invisible, or teleported up to 30 feet to an unoccupied space.

Reality Twist (Charged chaos)
9

Reality Twist (Charged chaos)

Discord warps reality in a 160-foot radius. Each creature of his choice must succeed on a DC 25 Intelligence saving throw or be affected by one of three random effects: restrained by magical vines, turned invisible, or teleported up to 100 feet to an unoccupied space.

Ritual of Heat
3

Ritual of Heat

You perform a ritual that causes the temperature in a 60-foot radius to rise dramatically, dealing 14 (4d6) fire damage to all creatures except yourself. Creatures can make a DC 16 Constitution saving throw to take half damage.

Roar of Dominion
3

Roar of Dominion

You unleash a thunderous roar. Each creature of your choice within 60 feet that can hear you must succeed on a DC 16 Wisdom saving throw or be frightened for 10 minutes. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Shadow Crystal Lance
3

Shadow Crystal Lance

You conjure a lance of radiant crystal shadow and hurl it at a creature within 60 feet. On a hit, the target takes radiant damage and its speed is reduced. If you strike with a melee attack, the lance deals piercing and necrotic damage and may frighten the target.

Shadow Horn Strike
2

Shadow Horn Strike

You conjure a spectral horn of shadow energy to strike a creature within 50 feet. On a hit, the target takes necrotic damage and must succeed on a Wisdom saving throw or be frightened until the end of its next turn.

Shadow Lock
3

Shadow Lock

Creates a 30-foot radius area shrouded in shadow. Enemies inside must make a DC 18 Constitution saving throw or be blinded until the start of their next turn.

Shadow Mist
3

Shadow Mist

Transforms the caster into a cloud of black smoke with glowing eyes, becoming incorporeal until the start of their next turn. While incorporeal, the caster can move through creatures and objects as if they were difficult terrain and has advantage on Dexterity saving throws.

Shadowbolt
3

Shadowbolt

A bolt of shadowy energy lashes out at a target within range, dealing necrotic damage and potentially frightening them.

Shadowy Strike
2

Shadowy Strike

You make a melee weapon attack that deals psychic damage as shadows writhe around the target, unsettling their mind.

Shapeshift
0

Shapeshift

You magically assume the appearance, voice, and mannerisms of a anyone you have seen. The transformation lasts until you dismiss it or choose to change form again. You can also choose to make your own form.

Shocking Grasp
0

Shocking Grasp

Lightning arcs from your hand to shock a creature you touch. You have advantage on the attack roll if the target wears metal armor. On a hit, the target takes 1d8 lightning damage and can't take reactions until the start of its next turn.

Slam
1

Slam

You strike a creature within 10 feet with a powerful melee weapon attack, dealing significant bludgeoning damage.

Smooze grappples
3

Smooze grappples

Summons a green, slimy creature called the Smooze that grapples and restrains enemies in a 15-foot radius for 50 minutes or until destroyed. Melee weapon attack deals psychic damage and may confuse the target.

Smoozes factory of cuteness
8

Smoozes factory of cuteness

You exude a charismatic aura compelling chaotic or evil creatures within 15 feet to heed your suggestions. Before, that a green, slimy creature called the Smooze appears, grappling and restraining enemies in the area for up to 1 hour or until destroyed but before they are killed there killer will be Charmed and they will have to make a charisma DC saving throw of 25 to resist.

Solar Flare
5

Solar Flare

Unleash a burst of radiant sunlight in a 30-foot cone, dealing radiant damage to creatures caught in the area.

Solar Horn
4

Solar Horn

You turn your horn into a radiant horn of light and strike a creature within 10 feet, dealing radiant damage and potentially setting it ablaze. The target must make a Constitution saving throw or take ongoing fire damage for 1 minute, with a save at the end of each turn to end the effect.

Solar Majesty
0

Solar Majesty

You emit intense sunlight in a 60-foot radius. Magical darkness can’t extinguish this light. Creatures starting their turn in the aura must succeed on a DC 21 Constitution save or be blinded until the end of their next turn.

Solar Storm
4

Solar Storm

Unleashes raging solar winds that blast the battlefield, forcing creatures to resist being pushed and burned by intense fire.

Spectral Claw
1

Spectral Claw

You use your claws that strikes a creature within 5 feet, dealing slashing damage with a melee attack.

Speed Burst
0

Speed Burst

Once per short rest, you can use a bonus action to double your movement speed for one round, giving you an advantage on Dexterity-based attack rolls during that time.

Storm Channel
2

Storm Channel

You channel the power of innate storms, summoning a crackling bolt of lightning that arcs toward a target within range, dealing electrical damage and potentially stunning them briefly.

Storm king's land
0

Storm king's land

You manipulate storm and lightning energy to shield yourself, reversing and halting incoming lightning attacks, granting near immunity while alert. You can also summon a localized storm that lashes out with controlled lightning strikes.

Sturdy Build
0

Sturdy Build

This spell enhances the caster's unarmed strikes to deal 1d6 + Strength modifier bludgeoning damage. Additionally, the caster counts as one size larger for carrying capacity and weight pushed, dragged, or lifted. Once casted this stays permanently

Sunbeam Shield
3

Sunbeam Shield

Creates a shield of sunlight around a creature within 30 feet, granting advantage on saving throws against spells and resistance to necrotic and radiant damage for 1 minute.

Sunflare Blast
5

Sunflare Blast

A blazing beam of solar energy streaks toward a target within 120 feet, exploding on impact and dealing intense fire and radiant damage. Creatures within 10 feet of the target must make a Dexterity saving throw or suffer half damage from the fiery explosion.

Sunlight Surge
5

Sunlight Surge

A pillar of sunlight bursts from the ground in a 10-foot radius. Creatures in the area must make a Dexterity saving throw or take radiant damage.

Super Strength Strike
3

Super Strength Strike

A powerful melee weapon strike that deals force damage and triggers the Rupture effect, causing the target to fall prone and become petrified for three actions.

Tail Hand Grapple
2

Tail Hand Grapple

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 15). While grappled, the target is restrained.

Telepathic Link
2

Telepathic Link

Establishes a telepathic connection with a creature within 120 feet, allowing silent communication regardless of language barriers for up to 10 minutes.

Teleport Arena
6

Teleport Arena

You teleport yourself and anyone within 120 feet to a pocket dimension. Upon return, you lose 50% of your current XP or one level. Teleported creatures must succeed on a DC 20 saving throw or be teleported with you. When upcast, effects and drawbacks double, with XP loss tripling to 200% or four levels lost.

Temple Collapse
3

Temple Collapse

Causes stones to fall in a 20 ft. area, creating difficult terrain. Creatures in the area must make a DC 15 Dexterity save or take 4d6 bludgeoning damage.

Thunderwave
2

Thunderwave

A wave of thunderous force sweeps out from you in a 15-foot cube. Each creature in the area must make a Constitution saving throw, taking 2d8 thunder damage and being pushed 10 feet away on a failed save, or half damage and no push on a success. Unsecured objects are also pushed 10 feet, and the spell emits a thunderous boom audible out to 300 feet.

Trample
1

Trample

You charge forward with great force, moving up to your speed and trampling over a creature smaller than you. The target must succeed on a DC 14 Strength saving throw or take 18 (3d8 + 5) bludgeoning damage and be knocked prone. This can only be used on a creature that is smaller than you

Transfrom
5

Transfrom

The caster envelops themselves in a magical shroud that mimics the changeling's natural shape-shifting ability, allowing them to assume their base form or any previously known form. This transformation lasts indefinitely until the caster chooses to end it, even if the caster is petrified or otherwise incapacitated.

Trap Setting
3

Trap Setting

You trigger a deadly trap causing spikes to erupt in a 15-foot radius. Creatures must make a DC 15 Dexterity save or take 6d6 piercing damage and be restrained until the end of their next turn.

True Size
9

True Size

You transform into a gargantuan form, doubling the potency and duration of your spells. You emit a 160 ft aura that steals magical potency from others' spells, increasing your own spell power and extending the aura's range as you absorb more magic.

Unholy Command
2

Unholy Command

You compel one undead creature you can see within 120 feet to immediately use its reaction to make one weapon attack or cast a cantrip. The target must obey if it can take a reaction.

Unicorn Beam
3

Unicorn Beam

A radiant beam of pure force energy shaped like a unicorn's horn streaks toward a target within range, dealing significant force damage.

Unpredictable Humor
0

Unpredictable Humor

As a bonus action, you can cause a creature to become distracted and amused, granting you advantage on Charisma (Deception) or (Performance) checks for 1 minute. You can use this once per long rest.

Unstoppable Loyalty
0

Unstoppable Loyalty

Your loyalty to your friends is unmatched. You can use your action to inspire an ally, granting them temporary hit points equal to her level + Charisma modifier (maximum of 10) for 1 hour. She can use this ability once per long rest

Venomous Shadow Chains
3

Venomous Shadow Chains

You conjure shadowy chains tipped with venomous blade-like spikes and lash out at a creature within range, making a melee spell attack. On a hit, the target takes piercing and poison damage and is restrained by the chains until it succeeds on a Strength saving throw at the end of its turns.

Vinebound Kick
2

Vinebound Kick

The caster kicks backward, creating a 10-foot cone of force. Creatures in the cone must succeed on a DC 13 Strength saving throw or be knocked prone and take 2d6 + 3 bludgeoning damage. Vines then erupt from the ground, restraining the target's legs, knocking them unconscious and injecting poison.

Vines Grasp
2

Vines Grasp

Animate vines erupt from the ground to restrain up to 2 creatures. Each target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.

Weather Walker
2

Weather Walker

Allows the caster to walk on clouds as if they were solid ground and manipulate small weather effects such as clearing clouds or shifting fog within range as an action.

Wind-Kick
1

Wind-Kick

As a bonus action, you create a gust of wind with your wings or hooves to push a creature within 10 feet. The target must succeed on a DC 13 Strength saving throw or be pushed 5 feet back and have disadvantage on its next weapon attack before the end of its next turn.

Ahuizotl's Transcendence
0

Ahuizotl's Transcendence

Grants the caster the ability to breathe both air and water for permanently due to it being a class feature all it has to do is be unlocked. transcending natural equestrian limits. While active, the caster gains a swim speed equal to their walking speed.

Alicorn Magic
0

Alicorn Magic

You have innate magical abilities, including spell-like flight, enhanced power when casting spells of protection, and the ability to inspire or calm others.

Animal Empathy
0

Animal Empathy

You can communicate with animals and understand their emotions without needing to cast spells. You can calm wild creatures, persuade them, or ask for their help as an action, with the DC determined by the DM.

Arise Temple
9

Arise Temple

Instantly conjures a 300 ft temple serving as a tribal sanctuary. Each step within the temple requires a DC 18 Dexterity saving throw to avoid triggering hidden traps. Additionally, up to 3 jungle beasts (CR 1/4 or less) rise to fight for you.

Aura of Comfort
0

Aura of Comfort

As an action, you can radiate an aura of calm and reassurance. All creatures within 10 feet of you that can see you must succeed on a Wisdom saving throw (DC 15) or become calm for 1 minute, unable to take hostile actions. You can use this ability once per short rest.

Avalanche
5

Avalanche

Caater conjures a massive avalanche in a 30-foot cone. Creatures in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half on a success.

Balram Gigantification
9

Balram Gigantification

You channel chaotic magic to transform into a gargantuan form, mimicking the power of others and warping reality around you. Your size and strength increase dramatically, causing chaos in the battlefield. This also dramatically affects your gear armor and weapons making them hit stronger or have their effect extend or become stronger

Bell of Binding
6

Bell of Binding

You ring the Bell of Tambelon, forcing one creature within 60 feet to succeed on a DC 21 Charisma saving throw or be banished to a demiplane of shadow for 1 minute. The target can repeat the saving throw at the end of each of its turns to end the effect early.

Bite
1

Bite

You make a melee weapon attack with a bite, dealing piercing damage on a hit.

Blazing Wings
4

Blazing Wings

The caster flaps Your flaming wings, forcing each creature within 20 feet to make a Dexterity saving throw or take 6d6 fire damage and be knocked prone.

Buck
1

Buck

The caster kicks backward with both hind legs, creating a 5-foot cone of force. Each creature in the cone must succeed on a DC 13 Strength saving throw or be knocked prone and take 2d6 + 3 bludgeoning damage.

Call Jungle Cats
3

Call Jungle Cats

You whistle sharply to summon 2d4 jungle cats within 30 feet. They act on your turn and attack your foes until the spell ends.

Celestial Flight
1

Celestial Flight

Caster gains a flying speed of 60 feet and advantage on Dexterity saving throws until the start of your next turn.

Celestia’s Radiant Ascendance
9

Celestia’s Radiant Ascendance

You unleash a 30-foot cone of radiant solar energy, then a 30-foot radius aura centered on you, dealing radiant damage to enemies and granting allies radiant resistance. Enemies hit must make a Constitution saving throw or be blinded until the spell ends.

Changeling Empire
9

Changeling Empire

You impose your will to transform all creatures within range into changelings, altering their appearance and identity to serve your empire. Affected creatures must succeed on a Wisdom saving throw with a DC of 34 or be transformed permanently into a changeling permanently under your control.

Changeling Horn Blast
3

Changeling Horn Blast

You unleash a blast of necrotic energy shaped like a horn, striking a creature within range with a chilling force.

Chaos Bolt
4

Chaos Bolt

You hurl a bolt of chaotic energy at a target within range. The bolt deals 4d10 damage of a random type determined by rolling a d8: 1-acid, 2-cold, 3-fire, 4-force, 5-lightning, 6-psychic, 7-radiant, 8-thunder.

Charge Lightning
3

Charge Lightning

You summon a crackling bolt of lightning charged with electrical energy. The bolt arcs toward a target within range, dealing lightning damage and potentially stunning the target.

Chocolate Rain of Discord
6

Chocolate Rain of Discord

Summons a magical rain in a 120-ft radius that forces creatures to make a DC 21 Wisdom saving throw or become charmed and chaotic evil, driven to destroy harmony and cause chaos. The effect lasts while in the rain and for 100 years after leaving it. Only the caster or Alicorn Magic can dispel this effect. If the caster is a Draconequus, their power is boosted by five; other Draconequus within the radius gain a power boost of three.

Cloud Dash
2

Cloud Dash

The caster dashes through the air in a burst of magical speed, leaving a shimmering trail. Creatures in a 20-ft line must succeed on a DC 13 Dexterity save or be blinded until the end of their next turn. The caster then moves up to 30 ft without provoking opportunity attacks.

Command of the Sun (Recharging 5-6)
5

Command of the Sun (Recharging 5-6)

Calls down radiant solar energy to heal all allies within 30 feet for 6d8 hit points and blinds enemies in the area for 1 round. Enemies must succeed on a DC 18 Constitution saving throw or be blinded.

Crystal Shard Blast
2

Crystal Shard Blast

A shard of magical crystal streaks toward a target within 60 feet, dealing piercing damage and slowing their movement by 10 feet until the end of their next turn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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