Shop Forum More Submit  Join Login
Here's a couple of more from a series of special items themed around the princesses:


Weapon (shortbow), rare (optional attunement)

In the early days of Equestria when danger still lay around every corner, both the royal sisters recruited their own personal cadre of trained specialists. Princess Luna established the Sagittarii Lunae, the Crescent Moon Archers. Leaders among the Sagittarii were typically druids, rangers, or clerics. Those who were worthy were gifted by the princess with one of the Implements of the Moon. These included the Arcas Lunae: magical shortbows that exemplified the powers of nature, moonlight, exploration, and guardianship.

An Arcas Lunae (Bow of the Crescent Moon) is a finely crafted composite shortbow made from magically-reinforced wood and thin mithril wrappings to provide springiness and resilience. The metal portions are engraved with images of stars, the moon in its various phases, and nocturnal creatures of all sorts. It adds a +1 bonus to your attack and damage rolls made with the shortbow. If you are attuned to the bow, the short range of the weapon increases from 80 feet to 120 feet. In addition, you gain the following abilities while you have the bow in your possession:

  • You gain darkvision to a range of 60 feet. If you already possess darkvision, its range increases by 60 feet.
  • Once per day, you can use the find familiar spell to acquire a nocturnal familiar such as a bat, ferret, owl, skunk, opossum, or nighthawk.
  • Three times per day, you can choose to illuminate one target you hit with an arrow from the bow in the same manner as the faerie fire spell unless they succeed on a Dexterity save. The save DC is 16 or your save DC, whichever is higher. The duration is 1 minute.
  • Once per day, you can use the conjure animals spell to summon up to eight creatures of the night to fight for you. Like the spell, you must maintain concentration on the summoning or the creatures disappear. If your GM approves, you can pick a mix of animals rather than all the same type:
    • Group A (each counts as 1 toward the 8 total): giant badger, giant bat, giant centipede, giant owl, giant wolf spider, panther, swarm of bats, swarm of rats, swarm of ravens, or wolf
    • Group B (each counts as 2 toward the 8 total): black bear or jaguar (stats of panther but 20 HP)
    • Group C (each counts as 4 toward the 8 total): brown bear, dire wolf, giant crow (stats of giant vulture), or giant spider


Armor (breastplate, half-plate, or plate armor, or silk robes), rare

In the early days of Equestria when danger still lay around every corner, both the royal sisters recruited their own personal cadre of trained specialists. Princess Celestia established the Comitis Solarium, the Companions of the Sun. Leaders among the Comitis were typically paladins, clerics, or wizards. Those who were worthy were gifted by the princess with one of the Implements of the Sun. These included Radiant Vestments: gleaming white and golden armor or robes that fortify both the body and spirit.

This armor is crafted of the finest steel or silk and weighs 25% less than normal armor of its type. It is adorned with wing, feather, and sun ray motifs. Wearing it marks you as a loyal agent of Princess Celestia.

While wearing this armor (or robe), you resist radiant and necrotic damage, and you have a +1 bonus to all saving throws.

Here's a fun little item inspired by Fluttershy's bear call in Trade Ya! as well as a set of armor based on the hide of the magic-resistant cragadile.


Wondrous item, uncommon

    This rather large whistle is about the size of a kazoo or smoking pipe. Typically crafted of soapstone or wood, it is usually carved in the shape of one of the animal types it’s associated with. Once per week, you can use your action to blow the whistle, which sounds like the call of the beast it’s about to summon. In 1d4 rounds, one or more beasts of the associated type are magically summoned and appear within 30 feet of you. If the whistle has already been used within the last 7 days it makes no sound when blown.

Any beasts summoned are initially neutral to you and others nearby, though you may be able to convince them to help you perform some task. If summoned into combat, beasts seek to protect themselves first, either by fleeing or attacking, depending on their nature. The beasts remain for 1 hour or until reduced to 0 HP, after which they are magically returned to wherever they came from (at full health). The exact type and number of beasts called is determined randomly each time it’s blown. The following types of beast calls are known:

  • Bear: 1d3+1 black bears, 1d3-1 brown bears, or one polar bear.

  • Bird: 2d4+2 blood hawks, 1d4+2 axe beaks, giant owls, or swarms of ravens, or 1d3-1 giant eagles or giant vultures

  • Canine: 2d4+2 mastiffs, 1d4+2 blink dogs or wolves, 1d2-1 dire wolves, or 1 orthros (custom)

  • Critter: 2d4+2 giant rats, beavers (same stats as giant rats), or giant weasels, 1d4+2 giant badgers, giant bats, swarms of bats, or swarms of rats

  • Feline: 1d4+2 panthers, 1d3-1 lions or tigers, or 1 saber-toothed tiger

  • Insect: 4d4+4 giant fire beetles, 1d4+2 giant centipedes, 1d3+1 giant wasps or swarms of insects

  • Marshland: 2d4+2 giant crabs, 1d4+2 giant lizards or giant frogs, 1d3+1 crocodiles, 1d3-1 giant toads

  • Monkey: The monkey call has an equal chance of summoning 4d4+4 baboons, 1d3+1 apes, or 1 silverback gorilla (stats of a polar bear).

  • Savannah: 1d4+2 cheetahs (stats of a panther), 1d3-1 giant vultures, 1 Hippopotamus (stats of a giant boar) or Rhinoceros

  • Snake: 4d4+4 poisonous snakes, 2d4+2 flying snakes, 1d4+2 constrictor snakes or giant poisonous snakes, 1 giant constrictor snake, or 1 swarm of poisonous snakes.

  • Spider: 1d4+2 giant wolf spiders, 1d3+1 swarms of insects, 1d3-1 giant spiders


Armor, uncommon

    Crafted from the scaly hide of a vicious cragadile, this armor is surprisingly supple while still providing ample protection (stats equivalent to a breastplate). Since it is not made of metal, this is a popular armor option for powerful druids.

While wearing this armor, you gain a +1 bonus to AC against spell attacks and to all saving throws against spells and magical effects. If you roll a natural “20” on a saving throw against a magical spell cast by a creature, the spell is reflected on the original caster, affecting them instead of you.

Here's a little something for the archers in the group.


Weapon (bow), uncommon (requires attunement)

    This elegantly-carved longbow is engraved with Cervine script which reads “Thunderfall” on one side, and “Winds protect me” on the other. It bears radiating patterns of black charring running from end to end. Deerfolk elders know the story of its creation:

In the early days of the Griffon Empire, the griffons attempted to invade the Everfree Forest. The deerfolk were one of the few nations able to repulse their attack. During one pivotal battle, griffon wind sorcerers summoned storm clouds to strike the forests with lightning in an attempt to drive back the deer. The cervines repulsed the attack with thorn-slinging plants, and the griffons retreated, looking for easier prey.

In the aftermath of the battle, many trees had been struck by lightning. The deer found that some of these trees bore strong magical auras. The wood from these trees was harvested and used to craft several enchanted weapons, Thunderfall among them.

    If you are attuned to Thunderfall, the following abilities unlock:

  • Your walking speed and jump distances increase by 10 feet.

  • You can use a bonus action to cast the gust cantrip (See the Elemental Evil Player’s Companion).

  • Once per day, you can use your action to cast thunderwave (cast as a 3rd-level spell) or lightning bolt. The save DC is 17.


Ammunition, uncommon

These arrows are crafted with a brilliant red and orange phoenix feather in their fletching. It’s said that only a feather found below a phoenix nest will power the enchantment used to create these arrows: those plucked from a phoenix immediately burst into flame.

A phoenix-feather arrow has all the same properties of a normal arrow. When fired, it is consumed by fire mid-flight and deals 3d6 fire damage on a successful hit, rather than its normal arrow damage. This item can also be found as a crossbow bolt.

I suppose until I get the cover finished, I have to keep posting previews don't I?


Weapon (warhammer or maul), rare

    In the rugged mountain peaks of Yakyakistan, the yaks must often intentionally start small avalanches in order to prevent large, devastating avalanches from occurring later on. To aid in that task, yak shaman created avalanche hammers, which were able to deliver mighty blows to the snow pack, easily setting off avalanches more safely than the former method of jumping up and down repeatedly on snowy peaks. The fact that these weapons are handy against foes such as yeti, arimaspii, and dragons is an added bonus.

    An avalanche hammer is stoutly-built and looks much heavier than it actually weighs. It’s often carved with scenes of mountain ridgelines with snowy peaks. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you are attuned to the weapon, you unlock the following additional abilities:

  • On a critical hit with the weapon, you deal 1d10 bonus damage and is the target is stunned until the start of your next turn.

  • Once per day you can user your action to deliver a shattering blow with the hammer. Creatures and objects in a 30-foot cone take 5d8 thunder damage, are knocked prone, and are deafened for 5 rounds. A successful DC 16 Constitution saving throw reduces the damage by half and prevents the other effects.


Wondrous item, uncommon

Each day, up to ten nuts, berries, or other pieces of fruit you place in this satchel at the start of a long rest become enchanted as if you had cast the goodberry spell on them. These are extra-nutritious, however, and restore 1d4 hit points each rather than 1.

Here's two more of my favorite items from the book.


Wondrous item, uncommon (optional attunement)

This short black cape or shawl is decorated with a ring of crow feathers around the collar. The story of the first crowfeather cloak is told in the legend of Sky Fire, a great buffalo shaman. When she was young, barely an adult, Sky Fire received a vision from the Great Wind Spirit. It took the form of a crow, who spoke to her, urging her to travel into the desert. Unquestioningly, she set off at once, with little in the way of supplies or preparation.

Whether through luck or fate, every time Sky Fire was running low on food or water, needing shelter from a storm, or taking cover from desert predators, a crow always appeared, a sign that whatever she needed could be found nearby. Eventually she came to an enormous butte, so high its top was shrouded in swirling storm clouds. Sky Fire knew that this was the home of the Wind Spirit, and it had brought her here to speak with her.

    After several days of searching, Sky Fire could find no way to ascend the butte--its sides were sheer rocky cliffs. Delirious with thirst, once more she saw the crow nearby, perched on a cactus. She approached, and this time it did not fly away. Instead, it spread its wings and collapsed into a cloak of black cloth with crow feathers. Donning the cloak, Sky Fire found that she could take the crow’s form, and thanked it. Ascending into the sky, she soared into the maelstrom at the mountaintop. She never revealed to her tribe what the Wind Spirit said to her that day, but since then other shaman have successfully duplicated the powers of her cloak.

    While wearing the crowfeather cloak, you gain proficiency in the Survival skill. If you are already proficient, you add your proficiency bonus twice to determine your total bonus (similar to the Expertise ability of rogues and bards). While foraging for food and water, you remain alert to other threats. If you attune to the cloak, two other abilities unlock:

  • Once per day, you can use your action to summon a swarm of crows (see the Swarm of Ravens stat block on page 339 of the 5th Edition D&D Monster Manual or page 46 of the Dungeon Master’s Basic Rules. The swarm follows your commands and can act on the same round that you summon it. The swarm disappears after 10 minutes or if it’s reduced to 0 hit points.

  • You can use your action to change into a crow, using the rules of the polymorph spell on page 266 of the 5th Edition D&D Player’s Handbook. The change lasts up to 1 hour and does not require concentration. You can cancel it before the duration expires as a bonus action. While in crow form, you can speak, but you are unable to cast spells or activate magic items. The change is taxing: when you activate this ability, you expend one of your Hit Dice but regain no hit points from it.

HORSESHOES OF MIGHT (Barleywine’s Wolfbuckers)

Wondrous item, uncommon

These shoes (or ones like them) were owned by a stallion named Barleywine, one of the first settlers of Ponyville. Unicorn merchants from Canterlot were passing through the fledgling village and were attacked by timber wolves out of the Everfree. The magic bolts of the unicorns did little to deter the wolves. Luckily, Barleywine was within earshot and was able to buy the caravan time to flee with a few well-placed kicks. The unicorns had these shoes commissioned as a gift of thanks. Barleywine called them his Wolfbuckers.

    These extra-thick iron horseshoes pack quite a punch. While wearing them, you have advantage on Strength checks to make shove attacks, force open doors, break things, or do anything else that can be accomplished by bucking really hard. In addition, when you make a successful shove attack using your natural weapons (hooves), the target is pushed 10 feet and knocked prone, and takes damage as if you had hit with your hoof attack.

Hey all, I've got a special treat coming up, coinciding with the Dungeons & Discord episode this Saturday.  30 pages of Equestria-themed magic items for MLP:45e. Over 50 items total so far.

Here's the first item on the list, a not-so-subtle take on Captain America's shield:

Shield, rare (requires attunement)
   The Aegis of Equestria is well-known throughout its lands as a symbol of the nation’s heart and unity. According to legend, its metal came from a meteor gifted to Princess Luna by the Zebra folk after assisting them in repelling a griffon incursion. The castle’s best blacksmiths couldn’t even scratch it, so Luna turned to Star Swirl the Bearded to help develop a unique spell that would allow it to be worked. The task was difficult, and would take years to complete.
   In the meantime, Luna became jealous of Celestia. As Nightmare Moon she attempted to depose Celestia and become sole ruler of Equestria, which resulted in her banishment in the moon. Distraught, Celestia needed a symbol to inspire and unite the fragile nation which was still reeling from the attempted coup. She asked Star Swirl to focus all his efforts on finishing his work on the metal. Eventually, he and the blacksmiths of Canterlot forged a circular magical shield which was carried into battle by Equestria’s mightiest warriors. Tales of its many owners and their exploits are known by heart by many Equestrian citizens.
   The Aegis of Equestria is lightweight (3 pounds) and seemingly indestructible. It doesn’t transfer heat, cold, or electricity like most metals, and has come through unscathed after being stepped on by the largest of dragons more than once. It’s beautifully painted with a scene of a forest clearing. A magically-animated sun and moon rise and fall in the scene’s sky, accurately depicting the current state of the solar/lunar cycle. Any scratches in the paint are magically repaired within moments. Owners attuned to the Aegis can use the following abilities:
  • While you have the shield equipped, you can use a bonus action to project a 150-foot cone of bright light from the sun or moon on the shield. A second bonus action douses the light.
  • You can treat the shield as a (proficient) thrown weapon with a range of 30/90 feet that deals 1d8 bludgeoning damage. If you successfully hit the target you can also initiate a shove attack against the target as a part of the attack (see page 195 of the 5th Edition D&D Player’s Handbook). The shield returns to your forearm/foreleg and is re-equipped automatically at the end of your turn.
  • While the shield is equipped, you can use your reaction to reduce the damage of an incoming attack by half. If you use this ability against a ranged attack, roll 1d20. On a result of 18 or higher you can instead deflect the attack against a different target of your choice within 30 feet of you. The attacker re-rolls the attack roll at the same bonus against the new target. You can add your Intelligence bonus (if any) and proficiency bonus to this roll. On a hit, the new target suffers the attack’s full effect.
Consolidating some of my contact information. You can find me here:

Gmail: cheezedoodle96@
DeviantArt: cheezedoodle96
Derpibooru: Cheezedoodle
Twitter: cheezedoodle96
Reddit: kasekopf96
Equestria Daily / Intense Debate: cheezedoodle
YouTube (Pretty barren here)

And yeah, the cheese theme is a Wisconsin thing. Proud Cheesehead here. :)