Zodiac Child (5e Race)
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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.
Born from any combination of humanoids, a zodiac child is like any other humanoid expected from their parents combination at birth. They always have their zodiac birthmark somewhere visible on their body, generally the shoulder, 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, from almost 4 feet if born from halflings, to almost 7 from goliaths, although their size can change depending on their sign, getting either smaller or taller. The characteristics of their birth parents' race start dissapearing as they reach puberty, being almost unnoticeable after they reach 20 years old. When the zodiac is fully mature, they resemble nothing of the parental races. Some parents even reject their sons and daughters after this transformation starts.
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.
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, specially if both have the same solar sign, although this is legendarily rare.
Zodiac Child Names
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
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. Their life span tends to be shorter if their parental race is short lived.
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 4 feet to an inch or 2 under 8 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Amplified Power. On the cusp of your sign, your zodiac mark 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 and specifics of each sign. You must roll a Constitution Saving Throw each day during this time, with a DC equals to 25 minus your total level or you can't use these powers until the next day. 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 have to roll every saving throw, attack roll or ability check with disadvantage 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, the language of their parent race, and one extra language dependant on your sign.
Subrace. There are twelve subraces, each corresponding to a zodiac sign.
|Horoscope series .:Aries:. By Sakimichan.|
All arians have burning red, pink or black 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, although evil is not outside of their range.
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 roll your initiative with advantage.
Horns of the Ram. Your horns are hardened weapons and you are never afraid to headbutt competition. They count as a simple weapon in which you are proficient with and deal 1d4 bludgeoning damage. You may choose one of the 2 following options whenever you wish to use them:
- Charge. If you move at least 10 feet straight towards 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 with a DC equal to 8 plus 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 19th). 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 an extra 1d4 fire damage and any creature attacking you attack must succeed a Dexterity saving throw against a DC which is 8 + your proficiency bonus + your Strength modifier or take 1d4 fire damage.
- 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, adding a maximum of 6d4 fire damage. If the target is a creature, it must succeed on a Strength saving throw against your Strength (athletics) or be pushed up to 40 feet away and knocked prone. If this creature is 2 sizes or more bigger than you, it does this save with advantage. You can't use this trait again until after completing a short or long rest. You can't spend the rest of your movement speed on this turn.
These effects end at midnight on April 19th.
|Horoscope series .:Taurus:. By Sakimichan.|
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. They are usually lawful.
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 necessity 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. Your horns deal 1d4 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 piercing 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 20th - May 20th). Starting on April 20th, you feel empowered. Your zodiac mark blossoms and your horns and body get covered by foliage. Whenever you are surrounded by flora, if it can lightly obscure you then you gain an advantage on any stealth checks to hide within them as you appear to become apart of nature. As long as you can take at least 10 minutes of direct sunlight everyday, you don't need to eat while your body is blossomed, but you need to drink as normal. Additionally, you can choose to to cast the plant growth spell for a minutes instead of eight hours and have the effect within the range of 20 feet. Additionally, you gain a +1 to rolls that include communicating with animals or plants. Whenever you heal a target, you can add your wisdom modifier to the amount they heal by.
These effects end at midnight on May 20th.
|Horoscope series .:Gemini:. By Sakimichan.|
They are some of the most slender zodiacs and their skin tend to be white, light blue or light green, although other light colors have been reported. Their hair is usually black or dark tones of blue or green, again with most other dark tones being available. 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 of your choice.
Mind of the Twins. You have advantage in saving throws against any condition induced by magic, as long as you are not incapacitated. Conditions applied from physical induction (getting grappled, getting knocked prone by an attack,...) are rolled as usual. Additionally, you can telepathically communicate with one creature within 60ft of you with a language that you know. The message you send is restricted to 10 words as a free action and the recipient cannot respond using your trait. If your message must exceed the word limit, then it uses a bonus action to send.
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. You and your twin have clothes and hair in the complete opposite colors, but otherwise looks exactly alike. However, you and your twin can never be further than 120 feet away from you or they vanish. It has hit points equal to your double your level and vanishes upon dying. You must do a ritual similar to meditation during a short rest to regain your twin.
Your twin has the same scores as you and acts on the same initiative as you. You have a telepathic bond with it which allows near instant communication, but your alike minds rarely require it. If either you or your twin use an action, the other can use help as a reaction as long as you are next to each other. When attacking, they can attack on your turn once per turn as a bonus action. You can cast spells through either bodies and the other twin can cast a spell that takes a bonus action to cast on top of it, but you both cannot cast spells that both use an action on the same turn through this perk. Casting spells in this way uses your spell slots as usual. 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 midnight on June 20th.
|Horoscope series .:Cancer:. By Sakimichan.|
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 or good, 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. You have resistance to slashing damage
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 a long rest focusing on morphing a piece of heavy or medium armor into a crab-like exoskeleton. You must be wearing the armor to begin and you infuse it like concentrating on a spell, which has a DC for keeping concentration equal to the total AC of the armor (including magical effects). You must reroll to keep concentration at least once every hour. If you break concentration during this period, the conversion fails, the armor reverts into its original state. At the end of this period, the armor becomes one with your skin. You gain one level of exhaustion whether you succeed or not. 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. If it is magical, then you gain its magical properties. This armor doesn’t impose disadvantage on Dexterity (Stealth) checks. While you are fused with that armor, it is not considered made out of metal. You can't infuse more than one set of armor and if you wear armor on top of your infused armor, your AC is the highest one but properties do not stack. You cannot infuse armor while you have any exhaustion levels.
Date of Cancer (June 21st - July 22nd). 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 addition you may transform your legs into a lobster tail or a fish tail (your choice) while on water as an action, losing your land speed and gaining a 40 feet swimming speed, you can breath air and water and underwater combat with melee weapons no longer imposes disadvantage on you. To turn your tail into legs again, you spend an action to reverse the effects.
These effects end at midnight on July 22nd.
|Horoscope series .:Leo:. By Sakimichan.|
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 jewelery 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 from 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 the 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 short or long rest.
Date of Leo (July 23rd - August 22nd). Starting on July 23rd 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 midnight on August 22nd.
|Horoscope series .:Virgo:. By Sakimichan.|
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 and Perception skills.
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 23rd – September 22nd). Starting on August 23rd you feel empowered. Your zodiac mark shines and your senses reach a peak. Your eyes start glowing with a colored light of your choice. 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 15, taking a normal long rest in a success, getting only the benefits of a short rest in a fail.
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 midnight on September 22nd.
|Horoscope series .:Libra:. By Sakimichan.|
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 almost 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 (Rounded up, minimum 1) to allow you or them to reroll the die. They must use the new roll. You regain use of this trait after a 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 modify the HP of any creature, 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 23rd - October 22nd). Starting on September 23rd 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 curse the attacker, forcing it to do a Wisdom saving throw against your spell save DC. In a fail, the creature can’t attempt to deal damage or to heal a creature in any way, for up to one hour or until you dispell this trait as a bonus action, but it can still grapple, help other creatures and move. If it tries to make an attack or heal a creature, it must repeat the saving throw, taking 4d12 psychic damage on a fail and keeps being cursed. On a success, the creature and you both take half the psychic damage (rounded up) and the curse ends. You can use this trait once per day and regain this ability after a long rest.
These effects end at midnight on October 22nd.
|Horoscope series .:Scorpio:. By Sakimichan.|
All scorpios 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. Scorpios 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 one other score of your choice by 1
Water element. You can speak, read and write Aquan. You are resistant to poison damage.
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 unarmed attack as a weapon in which you have proficiency. In a successful attack it deals 1d4 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.
Date of Scorpio (October 23rd - November 21st). Starting on October 23rd 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 1d4 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 paralyzed. After you used paralyzing sting, you can’t use it again until you finish a long rest.
These effects end at midnight on November 21st.
|Horoscope series .:Sagittarius:. By Sakimichan.|
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. You are resistant to piercing damage.
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.
Will of the arrow. Whenever you miss an attack roll with a ranged weapon, you may use your bonus action to force the ammunition piece 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. You have to do a new ranged attack against the target. 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 22nd - December 21st). 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, ice, water, poison or acid (your choice), which doesn't affect them. While shooting your covered weapons, you deal extra 1d6 of the chosen type damage.
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 take a short or long rest.
These effects end at midnight on December 21st.
|Horoscope series .:Capricorn:. By Sakimichan.|
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 to bludgeoning damage.
Stubborn. You have advantage against the charmed and frightened conditions and the calm emotions spell.
Fear for the Sea-Goat. As an action, you may to momentarily make a creature within ten feet of you perceive you as what they fear most, or as a reaction whenever a creature attacks you within the range. The 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 can only choose to move away from you by the safest available route unless there is nowhere to move or lose a turn if in combat. In this state, you have advantage with all intimidation checks you have against this creature. 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 22nd - January 19th). Starting on December 22nd you feel empowered. Your zodiac mark strengthens and your horns grow and start shining in gold. As a bonus action, you can use your horns as an unarmored attack as a weapon in which you are proficient with, dealing 1d4 bludgeoning damage + your Strength modifier.
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 dispel 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 yours and gain their traits as stated in the monster manual.
- 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 ten feet on land while prone. 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 20ft movement speed while on land and 20 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 without using a spell slot. You can't do so again until you have finish a long rest
These effects end at midnight on January 19th.
|Horoscope series .:Aquarius:. By Sakimichan.|
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 Dexterity 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 an unarmed attack against a creature, which is considered a simple weapon in which you are proficient and that deals 1d4 force damage. You add your Intelligence modifier to your attack and damage roll instead of your Strength modifier. You can attack using your clothes 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 20th - February 18th). Starting on January 20th 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 clothes 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 18th.
|Horoscope series .:Pisces:. By Sakimichan.|
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 lawful 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. This spells are always prepared and don't count against the spells you can prepare each day.
Date of Pisces (February 19th - 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, as long as you are linked, 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 midnight of March 20th.
Random Height and Weight
|4′ 8″||+2d12||120 lb.||× (2d4) lb.|
*Height = base height + height modifier
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|
|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|