Homebrew Yautjan Little Pony Species Details
Driven Hunters
Much like the original Yautjan Prime people, Yautjan Little Ponies value and cherish self-sufficiency and individual skill. They have a compulsion to maintain a high score and kill count. If they kill a Dragonborn, they will soon seek out a larger, more powerful Goliath to fight. Hunting is a measure of talent, dedication, and effort.
Names
Yautjan Little Pony names are often unpronounceable by other species, as they consist of a series of clicks, whistles, and roars. Their meaning is always related to someone's primary skill. If in a party, someone is given a new nickname.
Yautjan Little Pony Traits
Yautjan Little Pony have a number of traits in common with each other, but some traits derives from subrace's dark gift.ABILITY SCORE INCREASE
Your Strength score increases by 2, Your Dexterity score increases by 2, and Your Charisma decreases by 1
AGE
Yautjan Little Ponies reach teenagerhood around 13 years of age but never reaches adulthood. They may live at least a couple hundred years at Prime Material Plane or thousands at Feywild.
ALIGNMENT
Yautjan Little Ponies often live for the hunt, but they choose their targets what pushes them to neutrality. Very few can follow Good, when one’s behave seeking evil prays. But more than likely Evil is the way would follow, when pray’s trophys becomes a greed. They also do not enjoy standards of society pushing them in a Chaotic direction, while a few show a Lawfull tendency when choose a fairplay hunting games lifestyle.
SIZE
Yautjan Little Ponies are between 3 and 4 feet tall, 5 feet long and weigh between 230 and 400 pounds. Your size is smal.
SPEED
Your base walking speed is 40 feet for horse legs and 20 feet for humanoid arms. If goose or bat wingged your flying speed is 30 feet. If fish or eel tailed your swiming speed is 30 feet.
NATURAL ATHLETICISM
You have proficiency in the Athletics skill.
TROPHY CRAFTING
During one’s downtime a Yautjan Little Ponies may craft special symbiotically items wearable or not that can be attuned. Trophy is made from one’s own acid fey blood and as many parts of a prey’s body related to some of its interested effect. A trophy can’t be crafted from creatures that one’s didn’t have active and significant role in hunting. The most frequent trophies crafted are biomasks because they hides one’s ugly face. Trophy can assemble more than one effect from the same prey and can be upgraded using parts from other preys. Much of the trophies assemble darkvision goggles (60 feet are the most preferable), filtering for water breathing or air purifying effects for example. Because of one’s blood properties and the sacred link between prey and hunter, trophies can only be attuned by its crafter. The quantity of effects assembled in a trophy depends on your skill on crafting. An effect that requires activation needs one downtime week long of work. You can craft one passive effect for each two other effects that requires activation. You can craft an effect which level is equivalent to spell level related to character’s level, including charges per long rest and whatever more.
EIDETIC MEMORY
You can take 10 minutes to scan a seen area, after this you know the terrain layout, any unusual sights and movable objects that one can interact with. This trait may be used with binoculars up to 300 feet radius in bright light or 120 feet in dim light if one uses its biomask with binoculars. The memory is kept for one day long. This trait grants blind-fight
EQUINE BUILD
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
CUTIE MARK
These mark is your channel to magic. Your spellcasting modifier is Charisma. When a Yautja enters Equestria or when a Yautja Little Pony solo teenager mother gives birth an Equestrian Godess gives you a cutie mark on your hindquarters as a dark gift and you become permanentely a first order (pegasi, unicorn, marean) or second order (alicorn, marecorn or quimerean) dark gifted. DM rolls 1d10 to determine dark gift:
1-3 - Pegasi is a subrace with goose wings. You can cast Mage Hand cantrip. If wearing medium or heavier armor without proficiency you lose the fly ability. In adittion you fart as much as you flap your wings causing a strong stinky cloud that repels enemies and allies out 15 feet radius pointed on you (CON save DC10 for each battle round or for each 10 minutes of fly traveling). You can willingly choose to use your fart as a bonus action (as Poison Spray cantrip effect), in wich the stinky cloud effect remains.
4-6 - Unicorn has a magical swirling horn sprouting from their heads. You can cast Light and Mage Hand cantrips. At 3rd level, you gain the Levitate spell. At 5th level you gain the Dimension Door spell. Each spell can be cast once per long rest, and don't use spell slots. In addition you have stutter speech, so any spell that has voice component doubles its casting time.
7-9 - Marean has gills for water breathing and whale shaped tail instead of ordinary horse hindquarter. You can cast Mage Hand and Message cantrips. If wearing medium or heavier armor without proficiency you lose the swimming ability. In addition you are deafened when your head is out of water.
0 - Second order dark gift. DM rolls 1d6:
1-2 - Alicorn has all traits and conditions of both Unicorn and Pegasi subraces. In addition you can cast Gust cantrip and your fart repels out 30ft radius instead only 15ft.
3-4 - Marecorn has all traits and conditions of both Unicorn and Marean subraces. In addition you can cast Shape Water cantrip and any casted spell that has voice component has 1/3 chance to fail (d6 roll).
5-6 - Quimerean are the ugliest of gifteds. Three goat horns sprouting from one’s head. Dark bat wings from back. Eel tails instead of ordinary horse hindquarters. Humanoid arms and hands instead of front horse legs. If wearing medium or heavier armor without proficiency you lose the ability to fly and swim. You have all traits and conditions of both marean and pegasi. You also can cast Dazzle and Shillelagh cantrips. You are cross-eyed, that causes disadvantage on ranged attacks. Your walking speed is 20 feet.
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