Zodiac Child (5e Race)

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512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: I'm afraid that the race is a little (too) powerful, but it took me a long time to finish it, so please don’t start removing things without my permission. What I ask for is: how can I make this race a little more balanced without removing the main concept? Grammar correction may also be needed, as I don’t master English perfectly, albeit word helps a lot with that.

And one last thing: am I allowed to use these pictures, or are they inappropriate? --Magierpichu (talk) 09:31, 26 November 2017 (MST)
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Design Note: You’ll need to ask your DM if your world has similar constellations like earth, as it otherwise may be hard to pull this race of. Additionally, check the fish tail movement while on land variant rule.

Zodiac Children[edit]

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The zodiac signs by date.
These Zodiac children... always 12 of them in any time of history... just there, being the reminder that, sometimes, heavens just look for someone to mark as their favorite... but that reminder is fear-inducing to anyone that wants to forget that fact. And marking also the road of these children to either eternal glory or eternal damnation. Nothing in-between
Fragment of "Words from the sky" by Orinta, the Grand Wizard. Page 932

Blessings, future heroes, great destinies, unavoidable curses, born from demons... The zodiac children have known all this appellatives from the moment they are born. Being born from apparently normal families, the zodiacs don't know where they come from, why they live, why they are different from the rest of their family. Some say it’s a gift by the gods, others a curse. And while everyone is just trying to understand what are they, they grow stronger, their road gets clearer and their birthmark gets brighter as their sign stars are visible in the night skies.

Physical Description[edit]

Born from any combination of humanoids, a zodiac child is like any other humanoid at birth. They always have their zodiac birthmark somewhere visible on their body, generally the forehead, but neck, cheek, one of the hands or any part of the face are frequent locations. While most of the birthmarks are not bigger than 1 inch, there are some that cover the entirety of their chest. These birthmarks are so visible that thay will even project themselves on top of their clothing and metal armors when they try to cover it.

Their skin color and hair begins being the same as their parents, but it starts changing as the zodiac grows, variations depending on their zodiac sign. Although their constitution is closer to humans, their size varies tremendously depending on the races that gave them birth, but it starts getting closer to their sign body after they pass puberty.

History[edit]

When the first human societies were built, some children started being born with a strange birthmark. An old astrologist linked these with the constellations in the sky, and so the name “zodiac child” was born. The reason for their arrival stays unknown to this day, but it is known that people reproducing with zodiac children have a higher chance to give birth to one as well. Additionally, the type of zodiac mark isn’t decided by the type of parent, but it almost always coincides with the constellation the sun is in on the time of birth.

These "children of the skies", as some tales refer to them, have appeared in history and they have always left a mark or even changed it: From the most revered magicians to the worst destructive tyrants, leaders of robbers, magnificent musicians or painters, unstoppable explorers, some being the best artifact makers or the most powerful rival of a king. History either reveres them or condemns them. One detail historians have noticed is that they usually die under their solar sign, speculating this happens so to keep always 12 different zodiac signs represented in the world.

Society[edit]

Some societies worship these beings, while others see them as outcasts, due to their terrible “curse”. One legend speaks of a city that tried to collect all twelve variants, but when they were put together, the city just vanished in thin air, leaving the 12 children as their only memory. As only these 12 children exist at any moment, they form part of normal societies, mostly doing the best they can do with their abilities. They rarely contact with different zodiacs and these contacts are usually chaotic and short for reasons never understood.

Having descendants with this race is problematic, as they seem less fertile than the rest of the races. These children, however, are almost always zodiacs too, but conflict with their zodiac parent is frequent, sometimes culminating in tragedy.

Zodiac Child Names[edit]

Zodiac children use the names of the society they were born in. As they grow up they usually adopt the name of their sign as a nickname or even as their first and only name. They rarely keep their family names as they grow up.

Zodiac Child Traits[edit]

A humanoid that inherits all the traits of a zodiac sign, with a mark showing their ancestry.
Ability Score Increase. Increase your Constitution score by 1
Age. Zodiac beings reach adulthood at around 20 years of age. They usually live up to 3 to 4 centuries.
Alignment. The whole spectrum is available. Their sign of birth tends to determine certain alignments, but this is not a norm.
Size. Zodiac beings vary widely in height and build depending on their sign, from barely 5 feet to an inch or 2 above 7 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amplified Power. Starting at 6th level, on the cusp of your sign, your zodiac will begin to glow intensely, unlocking powers you never knew you had, but also powers that may be a little too powerful to control. Review the amplified power trait of each sign for the bonifications. You can conscript these powers during the remainder of the zodiac sign cusp. If your zodiac mark gets removed, you grow a new mark during the transcourse of the month instead of the power amplification.
Zodiac Mark. You have a zodiac mark on a clearly visible spot on your body. If you try to cover your birthmark, it will project itself on top of the covering. This mark may not be removed at any time by anything shorter of a wish spell or divine intervention. If it does get removed you take a -5 penalty to every saving throw, attack roll or ability check you make until you regrow it. You may also use your mark as a spellcasting focus. When you cast a spell using your birthmark as focus, it will project itself in front of you, clearly visible to anyone who can see you.
Languages. You can speak, read, and write Common and one extra language dependant on your sign.
Subrace. There are twelve subraces, each corresponding to a zodiac sign.


Design Note: Credit where credit is due: The first paragraph of every subrace is taking from the site astrology zodiac signs.com and I used the personalization of the zodiac signs by Sakimichan as inspiration for these subraces, so thanks to both!


Design Note: Please remember that the "Date of x" equals "Amplified Powers" and as such it only affects players who are of 6th level or higher!

Aries[edit]

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Horoscope series .:Aries:. By Sakimichan.

The presence of Aries always marks the beginning of something energetic and turbulent. They are continuously looking for dynamism, speed and competition, always being the first in everything. Aries is one of the most active zodiac signs. It is in their nature to take action, sometimes before they think about it well.

All arians have burning red hair along with two ram horns sticking out of their head. Their skin is almost always reddish too, although black, grey and dark tonalities of pink are always possible. Their character is brutal so they are usually chaotic, although their necessity to be always in movement or fighting to please themselves makes them usually neutral.

Ability Score Increase. Increase your Strength score by 2
Fire element. You can speak, read and write Ignan. You have resistance to fire damage.
Ready to Fight. If you are not incapacitated or surprised, you gain +2 to initiative rolls, as you’re always eager to fight.
Horns of the Ram. If you do an unarmed attack, you can use your horns instead, as a weapon in which you are proficient, dealing 1d4 bludgeoning damage. Whenever you make an attack, you may choose one of the following options:

  • Charge. If you move at least 10 feet straight toward a target and then hit it with your horns on the same turn, the target takes an extra 1d4 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your Strength (athletics) throw or be pushed up to 10 feet away and knocked prone. If this creature is one size or more larger than you, it rolls this save with advantage.
  • Gore. Whenever you take the attack option not using your horns, you use your bonus action to make an unarmed attack against the same creature, using your horns.

    Date of Aries (March 21st - April 20th).

Starting on March 21, you feel empowered. Your zodiac mark burns furiously and your horns and body seem like you are on fire. You have disadvantage in stealth checks. Your unarmed attacks now deal extra fire damage instead of bludgeoning damage and any creature attacking you most succeed a Dexterity saving throw whose DC is 8 + proficiency bonus + your Strength modifier or take 1d4 fire damage. Additionally to your usual attacks, you may use:

  • Horns of the Fire Ram On the first turn of combat, you can use a bonus action to move at most your movement speed to move straight forward towards a target (minimum 10 feet). If you then use your action as a charge attack, the target takes an extra 1d4 fire damage for every 5ft you moved in addition to the normal damage from the charge attack. If the target is a creature, it must succeed on a Strength saving throw against your Strength (athletics) check or be pushed up to 40 feet away and knocked prone. If this creature is huge, it does this save with advantage. You can't use this trait more than once a day and you can use it again only after completing a long rest. You can't spend the rest of your movement speed on this turn. The extra damage increases to 2d4 at 12th level and 3d4 at 18th level.

These effects end at the midnight of April the 21st.


Taurus[edit]

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Horoscope series .:Taurus:. By Sakimichan.

Practical and well-grounded, Taurus is the sign that harvests the fruits of labor. They feel the need to always be surrounded by love and beauty, turned to the material world, hedonism, and physical pleasures. People born with their Sun in Taurus are sensual and tactile, considering touch and taste the most important of all senses. Stable and conservative, this are reliable zodiac children, always ready to endure and stick to their choices until they reach the point of personal satisfaction.

Although physically they tend to be some of the sturdiest and tallest of the zodiac children, their soft colored skin, usually human clear tones, grey, green, brown or white is always a calming sight. Their abundant and well-cultured hair, generally brunette, is a sight to behold. They have big bull horns that they adorn with plants and gold rings and they keep their tail perfectly ornamented. Most Taureans are known to protect nature and they often speak with animals. Their touch livens up plants and animals instantly, which is why they like to wear clothes made out of foliage.

Ability Score Increase. Increase your Strength and Wisdom score by 1
Earth element. You can speak, read and write Terran. You have resistance to lightning damage
Nature's friend. You may cast Speak with Plants or Animal Friendship a number of times equal to half your Wisdom modifier (rounded down, minimum 1) without the necesity of material components per day. You regain these uses after a long rest. Your spell casting ability for this spells is wisdom.
Horns of the Bull. If you do an unarmed attack, you can use your horns instead, as a weapon in which you are proficient. Horns deal 1d6 piercing damage. Whenever you make an attack, you may choose one of the following options:

  • Charge. If you move at least 10 feet straight toward a target and then hit it with your horns on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your Strength (athletics) throw or be pushed up to 10 feet away and knocked prone. If the creature one size bigger than you or more, it does this roll with advantage.
  • Gore. Whenever you take the attack option not using your horns, you use your bonus action to make an unarmed attack against the same creature, using your horns.

    Date of Taurus (April 21st - May 20th). Starting on April 21st, you feel empowered. Your zodiac mark blossoms and your horns and body get covered by foliage. You now may attempt to hide even when slightly obscured by foliage and gain advantage on stealth checks when hiding in regions with flora. Additionally, everywhere you spend at least 1 minute, its treated as if you casted the 8 hour duration of plant growth spell, although the range is only 20 feet.

These effects end at the midnight of May the 21th.


Gemini[edit]

horoscope_series___gemini___by_sakimichan-da5r60x.jpg
Horoscope series .:Gemini:. By Sakimichan.

Geminis children are expressive and quick-witted, Geminis represents two different personalities in one and you will never be sure which one you will face. They are sociable, communicative and ready for fun, with a tendency to suddenly get serious, thoughtful and restless. They are fascinated with the world itself, extremely curious, with a constant feeling that there is not enough time to experience everything they want to see.

They are some of the most slender zodiacs and their skin can be white, clear blue or clear green. Their hair is usually dark tones of blue or green. While looking like any normal person, Geminis are like two minds in one body. This makes them incredibly versatile and is the primary reason why they are incredible craftsmen. This makes most Gemini neutral, although some can be chaotic due to their constant wanderlust.

Ability Score Increase. Increase your Intelligence score by 2
Air element. You can speak, read and write Auran. you are resistant to force damage.
Sharp-witted. You gain proficiency in any two artisan tool, musical instruments or gaming sets.
Mind of the Twins. You have advantage in saving throws against any condition induced by magic, as long as you are not incapacitated.
Date of Gemini (May 21st - June 20th). Starting on May 21st, you feel empowered. Your zodiac marks duplicates and your body starts splitting. After 1 minute, you are now two. Your twin has clothes and hair in the complete opposite colors, but otherwise looks exactly like you. However, your twin can never wield weapons, nor can be further than 120 feet away from you. If one of these things happen, your twin instantly vanishes. It also doesn’t have any health, instantly vanishing when hit. You must then do a ritual during a short rest, regaining your twin at the end of the hour. Otherwise, your twin has the same scores as you and acts on the same initiative of you. You have a telepathic bond with it and can do the same things as the familiar from the Find familiar spell. Your twin can use help as a reaction as long as it is next to you. You can also double the speed at which you do craft materials, or write and test spells, the costs keep being the same.
These effects end at the midnight of June the 21st.


Cancer[edit]

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Horoscope series .:Cancer:. By Sakimichan.

Deeply intuitive and sentimental, Cancer can be one of the most challenging zodiacs to get to know. They are very emotional and sensitive and care deeply about matters of the family and their home. Cancer is sympathetic and attached to people they keep close.

Cancerians often have long, light coloured hair, like pink, orange or white. The tips of their hair are a lot more stiff, looking frequently like a pair of claws. Their skin also looks shinier. Most cancerians are lawful, as they try to protect something that matters to them.

Ability Score Increase. Increase your Dexterity and Constitution scores by 1
Water element. You can speak, read and write Aquan.
Body of the Crab. When you are unarmored your natural armor becomes 12 + your Constitution modifier. You can add your bonus to AC while wielding a shield as usual.
Additionally, you may spend 24 hours focusing on morphing a piece of heavy armor into a crab-like exoskeleton. You get into it like concentrating on a spell, whose DC for keeping concentration is equals to the total AC of the armor (including magic effects) minus your Constitution modifier minus your proficiency score. You must reroll to keep concentration at least once every 3 hours. If you break concentration during this period, the conversion fails. At the end of this period, the armor becomes one with your body and you gain one level of exhaustion. You are considered to be proficient with the fused armor and may add your Constitution modifier (max 2) to it if it is not magical in nature, in which case you gain its magical properties as if you were wearing it. This armor doesn’t impose disadvantage on Dexterity (Stealth) checks anymore. While you are fused with that armor, it is not considered made out of metal. You may take 8 hours to reverse this effect, without requiring keeping concentration, releasing the armor in its original state. You can do any of these effects instead of taking a long rest and you do not gain the benefits of taking a long rest. You can't take a long rest until at least 24 hours have passed of a the use of any of this effects.
Date of Cancer (June 21st - July 20th). Starting on June 21st, you feel empowered. Your zodiac mark shines and a part of your hair gets longer and turns into two large crab claws as long as your arms, which you can willingly use. The claws can't grab weapons or shields and can't be used to do somatic elements for your spells. These claws are considered a simple weapon in which you are proficient and deal 1d6 bludgeoning damage. You can attempt to grapple a creature with this claws instead of your arms. The creature must make a Strength saving throw against it, with a DC equals to 10 + Constitution score + Proficiency bonus, freeing itself on a success. They may try the saving throw at the beginning of each of their turns. In adition you may transform your legs into a lobster tail or a fish tail (your choice) while on water, losing your land speed and gaining a 40 feet swimming speed, you can breath air and water and underwater combat no longer imposes disadvantage on you.

These effects end at the midnight of July the 21st.


Leo[edit]

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Horoscope series .:Leo:. By Sakimichan.

People born under the sign of Leo are natural-born leaders. They are dramatic, creative, self-confident, dominant and extremely difficult to resist, able to achieve anything they want to in any area they commit to. There is a specific strength to a Leo and their "king of the jungle" status. Leo often has many friends for they are generous and loyal. Self-confident and attractive, this is a Sun sign capable of uniting different groups of people and leading them as one towards a shared cause, and their healthy sense of humor makes collaboration with other people even easier.

Most leos have long, white or gold mane-like hair and eyes, sometimes having a physical or spectral short tail. Their skin is usually white or yellowish, although dark tones have been noticed. They are natural leaders, able to crank up the combat abilities of any ally. They also love to wear expensive jewellery and weapons. However, they may be self-centred and will always demand the biggest part of the cake. This is why most leos are chaotic, even sometimes evil, never taking commands other than from themselves.

Ability Score Increase. Increase your Charisma score by 2
Fire element. You can speak, read and write Ignan. You have resistance to radiant damage
King of the Jungle. You are proficient in either the Intimidation or Persuasion skill.
Royalty of the Lion. You may use your bonus action to command a creature you can see or hear and that isn’t hostile towards you within 60ft. The next time that creature takes the attack action, it adds your Charisma modifier to their attack and damage rolls in that 1 action. This effect ends at the beginning of your next turn. You can use this trait a number of times equal to half your Charisma modifier (Rounded down. Minimum 1). You can regain this trait uses after taking a long rest.
Date of Leo (July 21st - August 20th). Starting on July 21st you feel empowered. Your zodiac birthmark emits roars, your manes grow longer and you form a crown made out of fire. You have disadvantage in stealth rolls. Every creature allied to you that starts his turn within 30 feet of you has a +1d4 to any attack roll or damage roll (creature choice's) they make, as long as they can hear or see you and keep standing between 30 feet of you.
Additionally, you may target a number of creatures up to your Charisma modifier (Minimum 2) when using the Royalty of the Lion trait, while still counting it as one use.

These effects end at the midnight of August the 21st.


Virgo[edit]

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Horoscope series .:Virgo:. By Sakimichan.

Virgos are always paying attention to the smallest details and their deep sense of humanity makes them one of the most careful signs of the zodiac. Their methodical approach to life ensures that nothing is left to chance, and although they are often tender, their heart might be closed for the outer world. This is a sign often misunderstood, not because they lack the ability to express, but because they won’t accept their feelings as valid, true, or even relevant when opposed to reason. The symbolism behind the name speaks well of their nature, born with a feeling they are experiencing everything for the first time.

Virgos resemble humans the most, although their skin seems pale or yellowish and they almost always wear beige or pale-yellow clothing as if they were monks or nuns. They are overly analytical, seeing a spider climb up, or a flower flourishing. They don’t like change, as change means more things to pay attention to. As such, they are almost always lawful.

Ability Score Increase. Increase your Wisdom and Dexterity scores by 1.
Earth element. You can speak, read and write Terran. You are resistant to necrotic damage.
Analytic. You are proficient in Investigation or Perception checks.
Mind of the Maiden. Even if you’re not actively searching something, you still keep track of every detail. Whenever you make a passive check, you add double your proficiency bonus if you are proficient. If you arent, you add half your proficiency bonus. This bonus can not stack with other bonuses and you choose which one to apply.
Date of Virgo (August 21st – September 20th). Starting on August 21st you feel empowered. Your zodiac mark shines and your senses reach a peak. Your eyes start glowing with a white light. You feel nervous and in a constant state of alert. You have advantage on any Wisdom related check and can’t be surprised. You must roll a wisdom saving throw each time you are to take a long rest, with a DC equals to 12 minus proficiency bonus, taking a normal long rest in a success, getting only the benefits of a short rest in a miss.
Additionally, whenever a creature attacks you or another creature within 60 feet of you that you can perceive in any way, you may use your reaction to roll a d4 and add the score to your or their AC, as you see the blow coming in advance. You must do this before the DM declares the result of the attack. You can use this ability times equal to Wisdom modifier per day and can only regain its uses after you take a long rest.

These effects end at the midnight of September the 21st.


Libra[edit]

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Horoscope series .:Libra:. By Sakimichan.

People born under the sign of Libra are peaceful, fair, and they hate being alone. A partnership is very important for them, as their mirror and someone giving them the ability to be the mirror themselves. These individuals are fascinated by balance and symmetry, they are in a constant chase for justice and equality, realizing through life that the only thing that should be truly important to themselves in their own inner core of personality. This is someone ready to do nearly anything to avoid conflict, keeping the peace whenever possible.

Libras always have two hair colors, with the light one (most often white) on their right and the dark one (most often black) on the left side of their head. Their hands are almost incorporeal, having the color of their hair on that side. Their eyes are usually completely golden, although many solid colors have been described. They are considered a beautiful sight, resembling their need for justice. A libra hates disorder, and as such is always lawful.

Ability Score Increase. Increase your Charisma score by 2
Air element. You can speak, read and write Auran. You are resistant to psychic damage.
Manipulated Luck. When you or a creature within 30 feet of you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you may use your reaction up to times equal to half your charisma modifier to allow you or them to reroll the die. They must use the new roll. You regain use of this trait after a short or long rest.
Balance of the Scales.. You may tip the scales of balance in your favor. Whenever you make any ability check or saving throw that does not directly cause damage, you may use your bonus action to add your Charisma modifier to the roll. You can use this a number of times equal to your Wisdom modifier and must use this trait before the DM declares if you succeeded or not. You regain uses of this trait after a long rest.
Date of Libra (September 21st - October 20th). Starting on September 21st you feel empowered. Your zodiac mark appears like moving and balancing and it looks as if your hair lays inside a big balance. You can cast detect evil and good a number of times per day equal to your Charisma modifier and you don't require any material components to do so.
Additionally, if a creature attacks another creature you can see within 90ft of you, you may use your reaction to force the attacker to do a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. If it fails the saving throw, it can’t attempt to deal damage to that creature in any way, nor heal it’s allies, for up to one hour or until you dispell this trait as a bonus action. If it tries to make an attack or heal an ally, it must repeat the saving throw, taking 2d12 psychic damage on a fail. If it succeeds, the creature and you both take half the psychic damage and the spell ends. You can use this trait once per day and regain this ability after a long rest. The damage increases to 3d12 at level 12th and 4d12 at level 18th.

These effects end at the midnight of October the 21st.


Scorpio[edit]

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Horoscope series .:Scorpio:. By Sakimichan.

Scorpio-born are passionate and assertive people. They are determined and decisive and will research until they find out the truth. Scorpions are great leaders, always aware of the situation and also feature prominently in resourcefulness.

All scorpions are born with a tail of a scorpion, which grows larger the older they are until the stinger hangs above their head. The segmented tail has a scarlet or rusty to black color, with rims of red or blue between the segments. The color of their hair is often a reflection of their tail. Although they prefer not to sting, they will if they are attacked or are defending a friend. They are overly secretive, often holding pieces of information back until it’s too late. Scorpions are most often lawful neutral, as they reserve their loyalty, but then someone earns their loyalty it is until death takes them apart.

Ability Score Increase. Increase your Constitution and Intelligence score by 1
Water element. You can speak, read and write Aquan.
Poisonous Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.
Sting of the Scorpion. You have a tail that you can use while doing an unarmored attack as a weapon in which you have proficiency. In a successful attack it deals 1d6 piercing damage. Whenever you make an attack, you may choose to use the following option:

  • Poisonous Sting Whenever you attack using your tail, you may use your bonus action to deliver your poison against your target. A creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, it takes 1d6 extra poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and isn't poisoned. You can use this trait times equal to your Constitution modifier per day and can't regain uses until you get a full meal and take a long rest. The damage of the poison increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 18th level

    Date of Scorpio (October 21st - November 20th).

Starting on October 21st you feel empowered. Your zodiac mark stings and you grow a chitin armor all over your body. Your natural armor is now 10 + Constitution modifier + proficiency bonus. You may take one hour to do a ritual to infuse a melee weapon in which you are proficient and is not magical in nature or up to 20 units of ammunition that are not magical in nature with your poison, making them deal an extra 1d4 poison damage on a hit. You can only have one weapon infused or 20 units of ammunition in this way. If the weapon is taken away from you for more than 30 seconds or if the ammunition is not used in the next 24 hours, this property is lost and you need to do the ritual again.
Additionally, you may use the following option instead of Poisonous Sting when making an attack:

  • Paralyzing Sting. Whenever you attack using your tail, you may use your bonus action to deliver a paralyzing sting against your target. A creature poison must make a Constitution saving throw equal to 10 + your proficiency bonus + your Constitution modifier. On a failed save, it takes 1d8 poison damage and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half damage and isn't poisoned. After you used paralyzing sting, you can’t use it again until you finish a long rest. The damage of paralyzing sting increases to 2d8 at 10th level, 3d8 at 14th level, and 4d8 at 18th level.

These effects end at midnight on November 21st.


Sagittarius[edit]

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Horoscope series .:Sagittarius:. By Sakimichan.

Curious and energetic, Sagittarius is one of the biggest travelers among all zodiac children. Their open mind and philosophical view motivates them to wander around the world in search of the meaning of life. Sagittarius is extrovert, optimistic and enthusiastic, and likes changes. Sagittarius-born are able to transform their thoughts into concrete actions and they will do anything to achieve their goals.

Sagittarians almost always look like fauns, having hooves instead of feet and a horse-like tail. They are masters with bow and arrow and often have blue or purple hair, showing their connection with the firmament. Freedom is their greatest treasure, as they love to explore the world. As such, they are almost always chaotic.

Ability Score Increase. Increase your Dexterity score by 2
Fire element. You can speak, read and write Ignan.
Master with a Bow. You gain proficiency with one ranged weapon. If you already have proficiency with it, you instead add double your proficiency bonus to their attack rolls.
Improvisation of the Archer. Whenever you miss an attack roll with a bow, you may use your bonus action to force the arrow to another target within 30 feet from the first target. You use the same piece of ammunition used to attack the other target and as such special effects applying to that piece of ammunition still apply. The normal rules for ranged attacks still apply while using this trait. You can use this trait a number of times equal to your Dexterity modifier and you regain its uses after taking a long rest.
Date of Sagittarius (November 22 - December 21). Starting on November 22 you feel empowered. Your zodiac mark ignites and your hair starts waving. Your ranged weapons and ammunition get covered in fire, which doesn't affect them. While shooting your burning weapons, you deal extra 1d6 fire damage and you not require ammunition.
Additionally, you may use your action to project a 10ft barrier in the shape of a sphere, blocking every projectile passing through it. The barrier is centered on you and will follow you while you concentrate, up to one minute. When the projectile hits the barrier, it stops moving and stays suspended in the air until it no longer is in the barrier. On each of your subsequent turns, you may use your action and your bonus action to make a ranged attack using one of the projectiles stuck in the barrier, instead of yours, which does the damage the weapon used to shoot it would have done. You can't use this trait again until you finish a long rest.

These effects end at midnight of December the 21st.

Capricorn[edit]

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Horoscope series .:Capricorn:. By Sakimichan.

Capricorn is a sign that represents time and responsibility, and its representatives are traditional and often very serious by nature. These individuals possess an inner state of independence that enables significant progress in their lives. They are masters of self-control and have the ability to lead the way, make solid and realistic plans, and manage many people who work for them at any time. They will learn from their mistakes and get to the top based solely on their experience and expertise.

Most capricorns have green, brown or black hair. They also have goat horns, clearly showing their heritage. They are very practical and responsible, but also stubborn and unforgiving, especially if someone breaks their values. They are almost always lawful because they follow their traditions fanatically, even if they are not accepted by society.

Ability Score Increase. Increase your Intelligence and Wisdom score by 1
Earth element. You can speak, read and write Terran. You have resistance against psychic damage.
Stubborn. You have advantage against the charmed and frightened conditions and the calm emotions spell.
Fear for the Sea-Goat. Whenever a creature within 10 feet attacks you, you may use your reaction to momentarily look like a daunting goat with the tail of a fish. The attacking creature must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier or be frightened by you for one minute. The creature can’t make any attacks against you voluntarily and must move away from you by the safest available route unless there is nowhere to move. When the creature succeeds the saving throw, it can’t be frightened by this trait for the next 24 hours. You can't use this trait again until you finish a long rest.
Date of Capricorn (December 21st - January 20th). Starting on December 21st you feel empowered. Your zodiac mark strengthens and your horns grow and start shining in gold. You can use your horns when you do an unarmored attack in which you are proficient and deal 1d6 bludgeoning damage.
Additionally, you may use your action to transform into a mountain goat, a merfolk, or a hybrid between the two. You may change form as an action or you can dispell it as a bonus action. You decide if your gear melds into your new form or is worn by it. The stats of the form are the same as the ones in the monster manual but your Intelligence, Wisdom, personality and alignement doesn't change.

  • Goat You gain a movement speed of 40ft and your horns now deal 1d8 bludgeoning damage. If you move at least 20 feet straight toward a target and then hit it with your rams on the same turn, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your Strength (athletics) throw or be knocked prone. If the creature is at least 1 size class bigger than you, this saving throw is rolled with advantage. You can't do somatic or verbal elements for your spells.
  • Merfolk You grow a fish-like tail, giving you a swimming speed of 40ft, but you can only move while prone while on land. Additionally, you can breathe water and air.
  • Sea-Goat. You are a medium creature that can carry 1 medium creature in your back. You have a 30ft movement speed while on land and 30 feet in the water. You can breath air and water and your horn damage increases to 1d8. Additionally, you may cast Fear once a day as a 3rd level spell. You can't recast it again until you finish a long rest

These effects end at the midnight of January the 21st.


Aquarius[edit]

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Horoscope series .:Aquarius:. By Sakimichan.

Aquarius are shy and quiet, but on the other hand, they can be eccentric and energetic. However, in both cases, they are deep thinkers and highly intellectual people who love helping others. They are able to see without prejudice, on both sides, which makes them people who can easily solve problems. Although they can easily adapt to the energy that surrounds them, Aquarius-born have a deep need to be some time alone and away from everything, in order to restore power. People born under the Aquarius sign, look at the world as a place full of possibilities.

Aquarians are strange-looking individuals, almost looking like water genasi. Their clear skins and their blue, shiny, constantly moving hair instead of a normal one are a beautiful sight and they manipulate water to act as clothing. They get bored quickly if they don’t need to use their minds and strive to ensure freedom of speech and movement. As such, they tend to be chaotic.

Ability Score Increase. Increase your Intelligence score by 2
Air element. You can speak, read and write Auran. You are resistant to acid damage.
Water clothing. The control over your natural clothing gives you a natural armor AC of 10 + your Intelligence modifier + your Constitution modifier. Wearing any kind of clothing and/or armor gives you disadvantage to Intelligence related checks.
Clothes of the Water-bearer. You can use your water clothing to make a melee attack a creature, dealing 1d6 force damage. You add your Intelligence modifier to your attack and damage roll instead of your Strength modifier. You are considered to be proficient with this attack and can use it even if you are restrained or grappled. However, when you fall unconscious, you lose grip on it and the ground quickly soaks it up. You’ll need access to at least 3 gallons of water to remake your clothing.
Date of Aquarius (January 21st - February 20th). Starting on January 21st you feel empowered. Your zodiac mark shines and appears to be flowing and you transform into a being made out of water. You now have a swimming speed of 60ft, you have advantage into hiding in bodies of water, you can breathe water and air, you only need to drink water to consider it a complete meal and your water attacks now have a reach of 15 feet. However, if no water touches your body for more than 1 minute, you start to suffocate. If you take cold damage, you partially freeze and your movement speed gets reduced by 15ft until the end of your next turn.
You also gain control over bodies of water within 60ft of you no smaller than a cube of 5 feet per side. As long as you keep concentration, you may create a water tentacle with a reach and damage depending on the size of the waterbody. You add your Intelligence modifier to the attack and damage rolls.

  • A 5ft by 5ft cube can be used to create a tentacle dealing 1d6 bludgeoning damage with a reach of 5ft.
  • A pool of at least 10ft by 10ft can be used to create a tentacle dealing 1d10 bludgeoning damage with a reach of 20ft.
  • A surface of the water of at least 20ft by 20ft can be used to create a tentacle dealing 1d12 bludgeoning damage with a reach of 30ft.

These effects end at midnight on February 21st.


Pisces[edit]

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Horoscope series .:Pisces:. By Sakimichan.

Pisces are very friendly, so they often find themselves in a company of very different people. Pisces are selfless, they are always willing to help others, without hoping to get anything back. Pisceans have some traits in coming with merfolk, having gills just like fish and growing webs of skin between their fingers and toes. They often have sea-green, blue or white hair and their skin tone also ranges from white to blue-green to mauve. They are the most tolerant of all zodiac signs and tend to be good.

Ability Score Increase. Increase your Charisma and Wisdom score by 1
Water element. You can speak, read and write Aquan. You are resistant to cold damage
Amphibious. You can breathe air and water. Additionally, you gain a swimming speed equal to 30 feet and underwater combat does not impose any penalties or disadvantages on weapon attacks.
Healing of the Fish. You know the spare the dying cantrip. Once you reach 3rd level you can cast the cure wounds spell once per day as a 1st-level spell. Once you reach 5th level you can also cast the lesser restoration spell once per day as a 2nd-level spell. Wisdom is your spellcasting ability for these spells.
Date of Pisces (February 21st - March 20th). Starting on February 19 you feel empowered. Your zodiac mark becomes watery, and your whole body gets covered in small scales, changing your natural armor to 9 + Wisdom modifier + proficiency bonus. If you touch water or take cold damage, you can use your bonus action to grow a fishtail that increases your swimming speed to 60 feet and lets you see underwater for 60 feet, even in complete darkness. When you move on land while having a fish tail you are considered to be prone until you dispel the tail
Additionally, you may choose one willing humanoid to let it grow a fishtail, gaining for 1 hour the amphibious trait. You have a telepathic link with this humanoid up to 120ft. Additionally, if one of you two get healed, the other one also heals for the same amount. You cant use this trait again until you finish a short or long rest.

These effects end at the midnight of March 21st.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8″ +3d12 120 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a zodiac child character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

Every zodiac sign has specific traits and flaws, which almost all zodiac beings inherit. Again, these traits are taken from zodiac signs.com.

Zodiac Sign Personality Trait
Aries Courageous, determined, confident, enthusiastic, optimistic, honest, passionate
Taurus Reliable, patient, practical, devoted, responsible, stable
Gemini Gentle, affectionate, curious, adaptable, ability to learn quickly and exchange ideas
Cancer Tenacious, highly imaginative, loyal, emotional, sympathetic, persuasive
Leo Creative, passionate, generous, warm-hearted, cheerful, humorous
Virgo Loyal, analytical, kind, hardworking, practical
Libra Cooperative,diplomatic, gracious, fair-minded, social
Scorpio Resourceful, brave, passionate, stubborn, a true friend
Sagittarius Generous, idealistic, great sense of humor
Capricorn Responsible, disciplined, self-control, good managers
Aquarius Progressive, original, independent, humanitarian
Pisces Compassionate, artistic, intuitive, gentle, wise, musical


Zodiac Sign Flaw
Aries Impatient, moody, short-tempered, impulsive, aggressive
Taurus Stubborn, possessive, uncompromising
Gemini Nervous, inconsistent, indecisive
Cancer Moody, pessimistic, suspicious, manipulative, insecure
Leo Arrogant, stubborn, self-centered, lazy, inflexible
Virgo Shyness, worry, overly critical of self and others, all work and no play
Libra Indecisive, avoids confrontations, will carry a grudge, self-pity
Scorpio Distrusting, jealous, secretive, violent
Sagittarius Promises more than can deliver, very impatient, will say anything no matter how undiplomatic
Capricorn Know-it-all, unforgiving, condescending, expecting the worst
Aquarius Runs from emotional expression, temperamental, uncompromising, aloof
Pisces Fearful, overly trusting, sad, desire to escape reality, can be a victim or a martyr

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