TEXT: 1
  
  2
  Credits
  Cover Art by
  Kayla Cline
  Writen by
  Lydia Van Hoy, Ciarra Parry, 
  Jackson Lewis, Kayla Bayens
  Editing and Layout by
  Lydia Van Hoy
  All interior art courtesy of AdobeStock and Pixabay. 
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the 
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  This work contains material that is copyright 
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  Community Content Agreement for Dungeon Masters 
  Guild.
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  2020 by Lydia Van Hoy and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild.
  Table of
  Contents
  Astrology in Faerun ............................. 3
  Adapting to Other Calendars ... 3
  The Twelve Signs ... 3
  Replacing Racial ASIs ... 6
  Modifying Backgrounds ... 6
  Signs as Feats ... 7
  Astrology in Eberron .......................... 8
  Adapting to Other Calendars ... 8
  The Twelve Signs ... 8
  Replacing Racial ASIs ... 11
  Modifying Backgrounds ... 11
  Signs as Feats ... 12
  Celtic and Welsh Astrology .......... 14
  Calendar of Harptos ... 14
  Traditional Calendar ... 15
  Signs and Their Associations ... 16
  Marks of the Welsh Zodiac ... 18
  Egyptian Astrology ............................ 23
  36 Constellations ... 23
  Calendar Adaptations ... 24
  Replacing Racial ASIs ... 27
  Backgrounds ... 28
  Western Astrology ............................ 32
  The Twelve Signs ... 32
  Replacing Racial ASIs ... 35
  Signs as Feats ... 35
  Advanced Astrology ........................... 36
  Determining Rising Sign ... 36
  Determining Moon Sign ... 37
  The 12 Houses ... 37
  Astrological Subclasses .................. 38
  Artiﬁcer: Inventor ... 38
  Bardic College of Romance ... 39
  Druid Circle of the Flood ... 40
  Fighter: Mayhem Harbinger ... 41
  Rogue: The Scorpio ... 42
  Sorcerer: Child of Bastet ... 43
  Warlock: Sekhment Patron ... 45
  Warlock: The Zodiac Patron ... 46
  Wizard School of Astrology ... 47
  Astrological Items ............................. 49
  
  3
  Astrology in 
  Faerun
  T
  he planets, satellites, and other bodies 
  that make up the Sea of Night are the 
  main focus of Astrology in Faerun. It is 
  said that the location of celestial 
  bodies, their relations to the 
  constellations, and the state of the weave are all 
  connected and combine to share knowledge with 
  those who know where to look. It is believed that 
  the constellation most prominent in the night sky 
  on the night of ones birth can determine certain 
  things about their personality, future, and their 
  relationship to the weave. Each month in the 
  Forgotten Realms calendar has been assigned a 
  zodiac sign which corresponds to the constellation 
  most prevalent in that month’s sky.
  THE FAERUN ZODIAC
  Adapting to Other Calendars
  As there are twelve signs of the Faerun zodiac, you 
  can easily adapt the signs provided to work with 
  any twelve month calendar. For calendars with 
  fewer (or more) than 12 months, you can adjust 
  the length of time that each sign is most 
  prominent to better suit your calendar needs. 
  Alternatively, you can simply drop your least 
  favorite signs or create new ones to ﬁll the gaps! 
  Some signs that were almost included—but cut to 
  meet the 12 month calendar—include the hag, the 
  displacer beast, and the mimic. 
  MONTH
  Hammer
  Alturiak
  Ches
  Tarsakh
  Mirtul
  Kythorn
  Flamerule
  Eleasis
  Eleint
  Marpenoth
  Uktar
  Nightal
  ZODIAC SIGN
  The Aboleth
  The Blink Dog
  The Cleric
  The Pirate
  The Ooze
  The Owlbear
  The Unicorn
  The Fiend
  The Goblin
  The Treant
  The Tarrasque
  The Beholder
  DAMAGE TYPE
  Psychic
  Cold
  Radiant
  Lightning
  Acid
  Thunder
  Radiant
  Fire
  Cold
  Poison
  Necrotic
  Force
  The Twelve Signs
  Each of the Faerun Zodiac’s signs is believed to 
  represent twelve diﬀerent personality types, even 
  going as far as to dictate a persons ﬁghting style in 
  some cultures. Each sign also has a corresponding 
  damage type, which is believed to be the type that 
  receives the most power from the weave during 
  that month; while those with an aﬃnity for magic 
  are not limited to the damage type of their sign, 
  many claim to have more success when using 
  magic that reﬂects their signs damage type. In 
  Faerun, the sign that someone is assigned based 
  on their month of birth is called their star sign. 
  Unlike other branches of the zodiac, the 
  Faerun zodiac does not utilize a combination of 
  star signs. Certain aspects of astrology are believed 
  to determine ones destiny, love life, and a myriad of 
  other things--but very rare are those who can 
  actually divine the true meanings of the stars. 
  Those who take star signs seriously may attempt to 
  dive deeper into the world of astrology for 
  guidance, in a similar way to that which they call 
  upon their deities. 
  
  4
  The Aboleth
  Charismatic, adaptable
  Much like the creature it is named for, someone 
  born under the sign of the Aboleth is destined to 
  be a people person. They are typically charismatic, 
  but are prone to leaning heavily on intimidation or 
  manipulative tactions. This sign also signiﬁes that 
  a person is good at adapting to change, and can 
  usually manufacture the best outcome possible for 
  themselves out of said change. This makes them 
  good politicians, cut-throat business people, and 
  leaders.
  The Blink Dog
  Fast-paced, loyal
  Those born under the sign of the Blink Dog are 
  constantly moving from one thing to another, 
  much like the blink dog itself teleports from place 
  to place. Instead of adapting to change, like those 
  born under the sign of the Aboleth, those born 
  under this sign prefer to make their own change. 
  Though they may seem ﬁnicky, with how often 
  their focus shifts, this sign also indicates that 
  someone is deeply loyal to the people and causes 
  around them--often times the projects they jump 
  between are all to achieve the same end goal. This 
  makes them excellent at leading rebellions, artistic 
  movements, and caring for those around them in a 
  vigilante, Robin Hood-esque fashion.
  The Cleric
  Emotional, hopeless romantics
  While the name of this sign implies piety and 
  devotion, that is not always the case for those born 
  under it. Most always they are devoted, yes, but 
  not in a religious sense--those born under this 
  sign are often hopeless romantics, searching for 
  their one true soulmate with which they can share 
  the bond of a lifetime. This sign is ruled by 
  emotion, which can be both a blessing and a 
  curse. Angering a person born under this sign is 
  often referred to as incurring the wrath of the 
  gods, and is not something to be taken lightly.
  The Pirate
  Cunning, resourceful
  Much like the character from which this sign gets 
  its name, those born under the sign of the Pirate 
  are usually of the tricky sort. Their wits are 
  matched by few, and their level of planning is 
  typically top notch. Improvising and adapting come 
  naturally to someone with the sign of the Pirate, 
  making them well suited to becoming adventurers. 
  Those born under this sign are also often plagued 
  by an unquenchable wanderlust, which can make 
  it hard for them to settle down into a more 
  mundane life or profession. 
  The Ooze
  Slippery, ravenous
  The family of creatures known as oozes share a few 
  things in common with those born under this 
  sign--the inability to be pinned down, and a 
  proclivity for consuming. People with the sign of 
  the Ooze are notoriously slippery, both in and out 
  of combat. Often, when someone slips out of a 
  tavern without paying, you can hear the barkeep 
  explain that they “must’ve been born under the 
  ooze”. This, combined with their constant hunger--
  be it for knowledge, material possessions, or carnal 
  desires--makes them excellent criminals, spys, or 
  even messengers for those who know their news 
  will not be well received. 
  The Owlbear
  Resilient, pragmatic
  Much like the keen owlbear, those born under this 
  sign know that waiting for the right time to strike 
  only makes their success that much sweeter. 
  Rarely do those with the sign of the Owlbear let 
  emotions cloud their judgement, or let a harsh 
  word shake their conﬁdence. They are often the 
  voice of reason--and, when reason fails, always 
  willing to stand their ground. Their ability to 
  reason their way out of diﬃcult situations and 
  shake oﬀ words makes those with this sign well 
  suited for holding public oﬃces or becoming 
  diplomats. 
  
  5
  The Unicorn
  Mysterious, ambitious
  Those born under this sign usually have a stronger 
  connection to the weave than most--even the least 
  magical of them--, as the name would suggest. 
  Their true motivations are known only to 
  themselves, as you almost never know what 
  someone with this sign is planning until they 
  purposefully reveal it to you. Their silence should 
  not be mistaken as a lack of passion, however, as 
  those born under the sign of the Unicorn are 
  incredibly passionate about their goals; they are 
  just quiet about said passion, so that no one can 
  thwart their goals before they’ve been achieved. 
  The Fiend
  Calculating, bossy
  Being born under the sign of the Fiend is risky 
  business. For some, the sign manifests as an 
  impressive ability to lead and make tactical 
  decisions; for others, it manifests as an insatiable 
  desire for power without the means necessary to 
  achieve it. For others, still, both of these could be 
  true--one born under the sign of the Fiend could 
  have unmatched leadership potential, but also an 
  insatiable lust for power that makes them view the 
  opportunities available to them as “beneath them” 
  when they are really just the steps necessary to 
  obtain power. In social situations those with this 
  sign are known for taking control of the 
  conversation, regardless of which way the sign 
  manifests in their personality. 
  The Goblin
  Caring, eccentric
  While this sign implies a bit of “wildness”, the 
  truth runs deeper than that. Those born under the 
  sign of the Goblin are some of the most caring 
  people, who often expect nothing in return. They 
  are frequently called eccentric for sharing their 
  emotions more outwardly than most, and for 
  having a collectors personality--with most having a 
  proclivity for collecting things both strange and 
  unusual. Whether their sign makes them well 
  suited for it is up for debate, but those born under 
  the sign of the Goblin often go on to become 
  merchants--likely just for the chance to show oﬀ 
  their impressive collections. 
  The Treant
  Unassuming, civilization adverse
  Like the Treant, those born under this sign are 
  masters of blending in to those around them. 
  When forced into conversation, however, their true 
  nature has a harder time hiding--those born with 
  this sign are often blunt, and misinterpreted as 
  “rude” by most. This sign also signiﬁes a 
  predisposition to being a lone wolf, which those 
  born under this sign rarely ﬁght; adventuring, 
  however, is a popular choice for those who wish to 
  “break the mold” and move away from the quiet 
  lives of farming or crafting that most with this sign 
  lead. Thanks to the connection with nature most 
  seem to share, people with the sign of the Treant 
  can usually make anywhere feel like home--as long 
  as there aren’t too many people. 
  The Beholder
  Perceptive, controlling
  Similar to the Beholder’s multiple eye stalks, those 
  born under this sign have an uncanny ability to 
  decipher the goings-on of those around them with 
  little more than a look. They often know exactly the 
  right question to ask to get the answer they want, 
  and are not above keeping spells like zone of truth 
  or command on speed-dial to make the process 
  easier. This signs desire to control the world 
  around them manifests in almost every way 
  possible--from the need to control the direction of 
  a conversation, to refusing to let a shop close until 
  they are done browsing. While very few people 
  appreciate this quality, it makes those born under 
  the sign of the Beholder excellent military leaders 
  and interrogators.
  
  6
  Replacing Racial ASIs
  As more and more people are moving away from 
  ability score increases as racial bonuses, it only 
  seems ﬁtting to include them as a part of 
  introducing zodiac signs to your campaign. For 
  those looking for a new way to gain starting ASI’s, 
  the following table shows how to do so using the 
  Faerun Zodiac.  
  Modifying Backgrounds
  Included in this section are proﬁciencies for each 
  zodiac sign, which can be used to replace the 
  proﬁciencies granted by any background. Use 
  these to give your character more depth and 
  connection to their zodiac, or as a base to build 
  your own custom backgrounds. 
  The Aboleth
  Skill Proﬁciencies. Insight and your choice of 
  either intimidation or persuasion.
  Tool Proﬁciencies. Forgery kit and any one 
  musical instrument. 
  The Blink Dog
  Skill Proﬁciencies. Acrobatics and your choice of 
  either perception, insight, or investigation. 
  Tool Proﬁciencies. Any one set of artisan’s tools.
  Languages. Any one language.
  The Cleric
  Skill Proﬁciencies. Religion and your choice of 
  either history or insight. 
  Tool Proﬁciencies. Any one set of artisan’s tools 
  and any one musical instrument. 
  The Pirate
  Skill Proﬁciencies. Survival and your choice of 
  athletics, nature, or perception.
  Tool Proﬁciencies. Water vehicles and navigator’s 
  tools. 
  The Ooze
  Skill Proﬁciencies. Stealth and your choice of 
  deception or sleight of hand. 
  Tool Proﬁciencies. Disguise kit and any one 
  gaming set.
  The Owlbear
  Skill Proﬁciencies. Insight and your choice of 
  either athletics, investigation, or persuasion. 
  Tool Proﬁciencies. Any one of the following: 
  herbalism kit, navigator’s tools, land vehicles.
  Languages. Any one language. 
  The Unicorn
  Skill Proﬁciencies. Any two of the following: 
  arcana, history, religion, insight, performance. 
  Tool Proﬁciencies. Any one set of artisan’s tools. 
  Languages. Any one language. 
  The Fiend
  Skill Proﬁciencies. History and your choice of 
  deception or intimidation. 
  Tool Proﬁciencies. Your choice of either the 
  forgery or disguise kit. 
  Languages. Any one language. 
  The Goblin
  Skill Proﬁciencies. Any two of the following: 
  arcana, history, nature, insight, or survival. 
  Tool Proﬁciencies. Any one set of artisan’s tools 
  and any one gaming set. 
  ZODIAC SIGN
  The Aboleth
  The Blink Dog
  The Cleric
  The Pirate
  The Ooze
  The Owlbear
  The Unicorn
  The Fiend
  The Goblin
  The Treant
  The Tarrasque
  The Beholder
  ASIs
  Cha +2, Int +1
  Dex +2, Cha +1
  Wis +2, Cha +1
  Dex +2, Wis +1
  Con +2, Dex +1
  Str +2, Con +1
  Cha +2, Wis +1
  Wis +2, Str +1
  Con +2, Dex +1
  Int +2, Str +1
  Str +2, Int +1
  Int +2, Con +1
  
  7
  The Treant
  Skill Proﬁciencies. Nature and your choice of 
  stealth or sleight of hand. 
  Tool Proﬁciencies. Any one set of artisan’s tools 
  and your choice of the disguise or herbalism kits. 
  The Tarrasque
  Skill Proﬁciencies. Any two of the following: 
  athletics, acrobatics, insight, or intimidation. 
  Tool Proﬁciencies. Your choice of musical 
  instrument or gaming set. 
  Languages. Any one language. 
  The Beholder
  Skill Proﬁciencies. Perception and your choice of 
  persuasion, deception, or intimidation.
  Languages. Any two languages. 
  Signs as Feats
  To better incorporate zodiac signs into your game, 
  you may want to represent them with feats that 
  allow your players to better manifest the qualities 
  of their sign. The following feats have been 
  designed to represent the signs of the Faerun 
  zodiac: 
  Astrological Resistance
  Thanks to the strong connection you have to your 
  star sign, you have been able to divine some 
  secrets from the stars—including the fact that you 
  were born under a rare occurrence known as Dual 
  Constellations. Because of this, you gain the 
  following beneﬁts:
  •Your Constitution score increases by 1.
  •Choose a second star sign. This is the 
  secondary constellation that was present on the 
  night of your birth. You gain resistance to the 
  damage type from both of your star signs, and 
  have advantage on saves against eﬀects or 
  conditions caused by spells or eﬀects that deal 
  either type of damage.
  Celestial Charge
  Your star sign has given you the ability to 
  supercharge your weapon attacks, imbuing them 
  with the damage type associated with your sign. 
  Whenever you would hit with a weapon attack, you 
  can use your bonus action to deal an additional 
  1d6 damage of the type associated with your sign. 
  When using this feat the additional damage 
  ignores resistances—but not immunities—to that 
  damage type. 
  The additional damage dealt increases to 2d6 
  at 10th level, 3d6 at 15th level, and 4d6 at 20th 
  level. 
  You can use this feat a number of times equal 
  to the modiﬁer of the ability which would gain a +2 
  from your sign, and regain spent uses upon 
  ﬁnishing a long rest. 
  Writ in Stars
  During a long or short rest taken at night, you can 
  spend 1 hour observing the stars to learn the 
  secrets they hold. After doing so, you can use your 
  knowledge to prevent certain things from 
  happening. As a reaction when you or an ally 
  within 10 feet would be hit by a weapon or spell 
  attack, you can interviene and prevent the attack 
  from doing any damage. If you or an ally that you 
  can see and that can hear you would fail a saving 
  throw or ability check, you can also use your 
  reaction to cause them to automatically pass the 
  throw or check. 
  You can use this feature a number of times 
  equal to your proﬁciency bonus divided by 2, 
  rounded down (minimum of once) and regain spent 
  uses upon ﬁnishing a long rest. 
  Skills of the Signs
  You gain proﬁciency with any combination of three 
  skills or tools provided for your sign in the 
  Modifying Backgrounds section. 
  
  8
  Astrology in 
  Eberron
  S
  ome stargazers claim that, when a 
  moon is in it’s ascendant phase, it has 
  profound eﬀects on the children born 
  under that moon. Each of Eberron’s 
  12 moons has its own “ascendant 
  phase”—a 28 day period where it’s light is 
  particularly bright— and the months are each 
  named for their ascendant moons. Scholars have 
  tried time and time again to ﬁnd an explanation for 
  this radiance, and the strange eﬀects it has on 
  some individuals, but have always come up empty. 
  Ask your local stargazer, though, and they are 
  bound to have some answers for you. Each month 
  of the lunar calendar has been assigned a zodiac 
  sign, which corresponds to the current ascendant 
  moon and the dragonmark most associated with 
  that month. 
  THE EBERRON ZODIAC
  Adapting to Other Calendars
  As there are twelve signs of the Eberron zodiac, 
  you can easily adapt the signs provided to work 
  with any twelve month calendar. For calendars 
  with fewer (or more) than 12 months, you can 
  adjust the length of time that each sign is most 
  prominent to better suit your calendar needs. 
  Alternatively, you can simply drop your least 
  favorite signs or create new ones to ﬁll the gaps! 
  MONTH
  Zarantyr
  Olarune
  Therendor
  Eyre
  Dravago
  Nymm
  Lharvion
  Barrakas
  Rhaan
  Sypheros
  Aryth
  Vult
  ZODIAC SIGN
  The Sorcerer
  The Orc
  The Couatl
  The Modron
  The Mimic
  The Bard
  The Mind Flayer
  The Kobold
  The Scribe
  The Manticore
  The Celestial
  The Dragon
  DAMAGE TYPE
  Psychic
  Cold
  Radiant
  Lightning
  Acid
  Thunder
  Radiant
  Fire
  Cold
  Poison
  Necrotic
  Force
  The Twelve Signs
  Each of Eberron’s twelve signs has its own traits 
  that it is believed to bestow on those born under 
  that month’s ascendant moon. Some believe you 
  are destined to follow the path set for you by your 
  sign, while others believe the signs are nothing 
  more than campﬁre gossip for those who wish they 
  had the skills of divination. Each sign also has a 
  corresponding damage type, which is believed to be 
  strengthened that month by the radiance of the 
  moon. In Eberron, the sign that someone is 
  assigned based on their month of birth is called 
  their moon sign or starmark. True starmarks 
  resemble the dragonmark associated with that 
  ascendant moon, with slight changes—the most 
  notable being that they seem to shimmer and 
  shine, as if made by stardust. These are not true 
  dragonmarks, and as such as not limited to any 
  one race or house.
  Unlike other zodiacs, the zodiac of Eberron 
  only focuses on one dominant moon sign. Those 
  born during the changing of ascendant cycles may 
  inherit traits from multiple signs, but they will 
  always have only one primary moon sign. 
  DRAGONMARK
  Storm
  Sentinel
  Healing
  Making
  Handling
  Hospitality
  Detection
  Finding
  Scribing
  Shadow
  Passage
  Warding
  
  9
  The Sorcerer
  Arcane, in ﬂux
  Those born under the sign of the sorcerer are often 
  unpredictable, much like the magic they tend to 
  possess. Non-magical people born under this sign 
  are often still adept in learning about the arcane 
  and utilizing magical items. This signs association 
  with storms is often said to give those born under 
  it a turbulent personality, and they seem to thrive 
  in states of change. Those with this sign are well 
  suited to becoming researchers of the arcane and 
  occasionally teachers, when you can get them to 
  remain in one place for long enough.
  The Orc
  Family oriented, resilient
  Like the Orc clans of Khorvaire, those born under 
  this sign are said to be hard working, proud of 
  their work, and more understanding and uplifting 
  of those around them than others. They place an 
  emphasis on family, whether blood or found, and 
  will do whatever they must to provide for and 
  protect those they care about. Though slow to 
  anger, their anger is a righteous one that is unwise 
  to provoke. Their dedication to the people and 
  causes they support makes those born under this 
  sign excellent paladins, freedom ﬁghters, and even 
  politicians—though those that become politicians 
  will almost always face less considerate 
  opposition.  
  The Couatl
  Righteous, self-sacriﬁcing
  The sign of the Couatl is a double edged sword. 
  Some born under this sign are deeply caring
  —willing to sacriﬁce themselves, even in protection 
  of strangers. In others, the sign manifests as self-
  righteousness—a willingness to sacriﬁce anything 
  to better themselves. It is nearly impossible to tell 
  these two types apart without them deeming you 
  worthy of conﬁding in, and even then those self-
  righteous few will always strive to paint themselves 
  in the best light possible. The best and worst 
  leaders of history often fall under the sign of the 
  couatl.
  The Modron
  Analytical, aloof
  Much like the strange beings from which this sign 
  gets its name, those born under the sign of the 
  modron are rarely emotional people. They prefer to 
  rely on facts, logic, and planning rather than gut 
  feelings or emotion—sometimes to their detriment. 
  It is not uncommon for them to have trouble 
  understanding social cues and situations, and 
  their sense of humor—when they have one—is 
  often dry and goes unappreciated. These qualities 
  make those with this sign excellent researchers, 
  archaeologists, and even bounty hunters; their 
  ability to connect the dots and achieve their goals, 
  regardless of outside factors, is unmatched. 
  The Mimic
  Tricky, secretive
  Those born with the sign of the mimic are as often 
  misunderstood as they are truly bad seeds. They 
  are almost always tricksters, delighting in pranks 
  and practical jokes; sometimes, however, they are 
  more nefarious--setting traps and poisoning kegs. 
  You never know what you are getting yourself into 
  with someone born under this sign, as they are 
  experts at keeping their plans secret until they 
  come to fruition. This makes them excellent rogues 
  and even rangers; some with more ﬂair even go on 
  to become bards and court jesters. 
  The Bard
  Ostentatious, dramatic
  Much like the class from which this sign gets its 
  name, those born under this sign are often some of 
  the most elaborate and dramatic people you will 
  meet. They are temperamental, always desiring to 
  be the center of attention, and are very rarely 
  embarrassed by that fact. While they strive to be 
  the best, this often manifests as petty sabotage of 
  the competition rather than time spent practicing. 
  Obviously, this makes them great bards, but they 
  are also surprisingly well suited to the cutthroat 
  world of merchants and guild artisanry. 
  
  10
  The Mind Flayer
  Manipulative, logical
  Those born under the sign of the mindﬂayer are 
  calculating, though they aren’t always cold. They 
  have a knack for using logic to manipulate others 
  into their preferred outcome, whether they realize 
  they’re doing it or not. Those with more evil 
  tendencies enjoy playing mind games and pitting 
  those they see as under them against each other. 
  On the other hand, those who lean towards good 
  can ﬁnd success using their charismatic skills for 
  good--most often by inﬂuencing policy decisions 
  behind the scenes.  
  The Kobold
  Scrappy, ambitious
  Being born under the sign of the kobold usually 
  means one can handle anything life throws at 
  them--for better or for worse. Often there is one 
  craft or hobby that they have dedicated their life to 
  improving, and they refuse to stop pursuing it until 
  they are the best--maybe not in the world, but at 
  the very least in their home town. Because of this, 
  those born under the sign of the kobold can make 
  ﬁerce rivals if they perceive you as competition, or 
  as someone who would keep them from reaching 
  their goals.
  The Scribe
  Pensive, observant
  Those born under this sign are almost always 
  patient, and understand that patience is an 
  important virtue that many lack. They are also 
  often far more worried with their studies or work 
  than the problems of those around them--though 
  their keen eyes and sharp minds mean they almost 
  always know about said problems before anyone 
  else. People say that the only person you can truly 
  trust with a secret is one born under the sign of 
  the scribe, and they aren’t entirely wrong. Anger 
  one of them enough, however, and they will write 
  an entire academic paper exposing those secrets--
  including the ones you didn’t know they knew. 
  The Manticore
  Protective, ﬁrey
  While most see manticores as savage beasts, which 
  isn’t entirely untrue, they are also incredibly 
  intelligent. Much like the manticore works beside 
  other, typically evil creatures, those born under 
  this sign are rarely lone rangers. Whether working 
  with a criminal organization or a band of fellow 
  adventurers, they will remain ﬁercely loyal until 
  given a reason not to. Going up against a 
  manticores allies is a sure way to invoke the ﬁery 
  anger they can harbor. Their protectiveness of their 
  allies and impressive loyalty makes them excellent 
  soldiers, adventurers, and guards.
  The Celestial
  Knowing, caring
  Those born under the sign of the celestial are 
  usually the ﬁrst to know about any drama going on 
  around them--if they can’t sense it for themselves, 
  their open and caring demeanor means it’s likely 
  that a party conﬁdes in them before anyone else. 
  They rarely act on the knowledge they accumulate, 
  unless it has the potential to better the life of those 
  around them substantially; they ultimately prefer 
  to stay out of politics and personal squabbles, as 
  long as they are not directly impacted. They care 
  deeply for those around them, but are more 
  inclined to pay a hefty resurrection fee than put 
  themselves in harms way to save them. 
  The Dragon
  Fierce, independent
  Much like the creature for which this sign gets its 
  name, those born under the sign of the dragon are 
  ﬁercely independent. This isn’t to say they don’t 
  make good adventurers, as they are some of the 
  most likely to become such, only that they don’t 
  make good team players. They tend to value 
  protecting themselves and their belongings over 
  sticking their neck out for a party member, and are 
  usually more concerned with the payment that 
  awaits them than whether or not everyone makes 
  it back alive--after all, that’s just one less way to 
  split the reward. 
  
  11
  Replacing Racial ASI’s
  As more and more people are moving away from 
  ability score increases as racial bonuses, it only 
  seems ﬁtting to include them as a part of 
  introducing zodiac signs to your campaign. For 
  those looking for a new way to gain starting ASI’s, 
  the following table shows how to do so using the 
  Eberron Zodiac.  
  Modifying Backgrounds
  If you wish, you can also use these zodiac signs to 
  modify existing backgrounds! Included in this 
  section are proﬁciencies for each zodiac sign, 
  which can replace the proﬁciencies granted by any 
  background to give your character more ﬂavor 
  connected to their moon sign. 
  The Sorcerer
  Skill Proﬁciencies. Arcana and your choice of 
  insight or performance.
  Tool Proﬁciencies. Any one set of artisan’s tools.
  Languages. Any one language.
  The Orc
  Skill Proﬁciencies. Any two of the following: 
  athletics, history, insight, religion, survival.
  Tool Proﬁciencies. Cook’s utensils and any one 
  gaming set or musical instrument.
  The Couatl
  Skill Proﬁciencies. History and your choice of 
  arcana, history, or persuasion.
  Languages. Any two languages.
  The Modron
  Skill Proﬁciencies. Any two of the following: 
  arcana, history, investigation, or perception.
  Tool Proﬁciencies. Any two sets of artisan’s tools.
  The Mimic
  Skill Proﬁciencies. Stealth and your choice of 
  deception, persuasion, or sleight of hand. 
  Tool Proﬁciencies. Disguise kit and the forgery 
  kit.
  The Bard
  Skill Proﬁciencies. Performance and your choice 
  of acrobatics, animal handling, intimidation, or 
  persuasion.
  Tool Proﬁciencies. Any two of the following: one 
  musical instrument, one gaming set, one set of 
  artisan’s tools, disguise kit. 
  The Mind Flayer
  Skill Proﬁciencies. Insight and your choice of 
  intimidation, perception, or persuasion.
  Languages. Any two languages. 
  The Kobold
  Skill Proﬁciencies. Any two of the following: 
  acrobatics, animal handling, arcana, perception, 
  persuasion.
  Tool Proﬁciencies. Any one set of artisan’s tools.
  Languages. Any one language. 
  The Scribe
  Skill Proﬁciencies. History and your choice of 
  arcana, nature, or religion. 
  Languages. Any one language. 
  ZODIAC SIGN
  The Sorcerer
  The Orc
  The Couatl
  The Modron
  The Mimic
  The Bard
  The Mind Flayer
  The Kobold
  The Scribe
  The Manticore
  The Celestial
  The Dragon
  ASIS
  Cha +2, Wis +1
  Wis +2, Str +1
  Con +2, Int +1
  Wis +2, Dex +1
  Dex +2, Con +1
  Cha +2, Dex +1
  Int +2, Cha +1
  Dex +2, Int +1
  Int +2, Wis +1
  Str +2, Con +1
  Wis +2, Cha +1
  Str +2, Wis +1
  
  12
  The Manticore
  Skill Proﬁciencies. Any two of the following: 
  athletics, acrobatics, intimidation, persuasion, 
  survival.
  Tool Proﬁciencies. Any two simple or marital 
  weapons, or one weapon and shields.
  The Celestial
  Skill Proﬁciencies. Any two skills. 
  Tool Proﬁciencies. Any one set of artisan’s tools.
  Languages. Celestial
  The Dragon
  Skill Proﬁciencies. Any two skills. 
  Languages. Draconic and any one language.
  Signs as Feats
  To better incorporate zodiac signs into your game, 
  you may want to represent them with feats that 
  allow your players to better manifest the qualities 
  of their sign. The following feats have been 
  designed to represent the signs of the Eberron 
  zodiac. 
  Starmarked
  You have a unique dragonmark that resembles the 
  one connected to your sign, but is speckled as if it 
  were imbued with stardust. You gain one of the 
  following abilities, depending on your sign;
  Sorcerer. Your Constitution score increases by 
  one and you ignore any diﬃcult terrain caused by 
  the elements, such as snow or rain. Additionally, 
  you have advantage on rolls made to navigate 
  during a storm—whether on foot or navigating a 
  vehicle. 
  Orc. Your AC increases by 1, and you add 
  double your proﬁciency bonus to Wisdom (Insight) 
  checks made to sense deception. 
  Couatl. You have a pool of hit points equal to 
  your level x2. As a bonus action, you can touch 
  any friendly creature and restore a number of their 
  hit points up to the number of hit points 
  remaining in your pool, which replenishes 
  whenever you take a long rest. Additionally, once 
  per long rest, you can expend 5 hit points from 
  this pool to automatically stabilize a creature and 
  restore them to 1 hit point. 
  Modron. Once per long rest you can imbue a 
  weapon or set of armor with a +1 bonus to AC or 
  attack and damage rolls. To do so, you must spend 
  1 minute enchanting the item. This beneﬁt lasts 
  for a number of hours equal to your proﬁciency 
  bonus, or until you take a long rest. 
  Mimic. You learn the disguise self spell and 
  can cast it once per long rest without expending a 
  spell slot. When casting this spell this way, you can 
  also appear as an inanimate object as long as it is 
  roughly the same size as you—however, moving or 
  speaking while disguised as an object causes the 
  spell to end. While the spell is active, you have 
  advantage on Charisma ability checks made to 
  pass yourself oﬀ as someone—or something—else. 
  Charisma is your spellcasting ability for this spell.
  Bard. You are proﬁcient with your choice of 
  brewer’s tools or cook’s utensils. As a bonus 
  action, you can also reach out mentally to detect 
  the emotional state of others—though you only 
  detect a simple, single-word emotion. You can do 
  so a number of times equal to your Charisma 
  modiﬁer, and regain spent uses upon ﬁnishing a 
  long rest. 
  Mindﬂayer. Your Charisma score increases by 
  1, and you have advantage on insight checks made 
  against other humanoids. Additionally, you learn 
  the detect magic spell if you do not already know it, 
  and can cast it once per day without expending a 
  spell slot. 
  Kobold. Once per long rest, you can choose 
  one creature or item that you can see in order to 
  always be able to locate them. As an action, you 
  can imprint on an item or character. After doing 
  so, you can always detect their location if they are 
  within 30 feet of you. Additionally, you have 
  advantage on Wisdom (Survival) checks made to 
  track your chosen person or item. 
  Scribe. You gain proﬁciency with your choice of 
  calligrapher’s tools or the forgery kit. Additionally, 
  you learn the comprehend languages spell and can 
  cast it once per long rest without expending a spell 
  slot. Intelligence is your spellcasting modiﬁer for 
  this spell. 
  Manticore. You can use the hide action as a 
  bonus action, and can attempt to do so even when 
  being observed. If you are hidden and attack a 
  creature, the ﬁrst attack you make while hidden 
  deals an additional 1d6 of the attacks normal 
  damage type—but your location is still revealed. 
  
  13
  Celestial. Your base walking speed increases 
  by 10 feet, and you gain your choice of a climbing 
  or swimming speed equal to your base walking 
  speed. 
  Dragon. You learn the alarm spell, and can 
  cast it as a ritual. Additionally, you gain resistance 
  to one of the following damage types of your 
  choice: acid, cold, lightning, ﬁre, or poison.
  Greater Starmark
  Prerequisite: 10th level, must have taken the 
  Starmarked feat.
  While your mark isn’t quite a dragonmark, it 
  behaves similarly to one. As it evolves, it also 
  grants you new abilities based on your moon sign. 
  A greater starmark provides the following beneﬁts:
  •Increase one ability score by 1, to a maximum 
  of 20. The abilities available are determined by 
  your moon sign, as shown in the Replacing 
  Racial ASI’s section. 
  •Gain resistance to the damage type associated 
  with your moon sign. 
  •Learn one spell, as shown on the Greater 
  Starmark table, and gain the ability to cast it 
  once per long rest without expending any 
  resources. 
  ZODIAC SIGN
  The Sorcerer
  The Orc
  The Couatl
  The Modron
  The Mimic
  The Bard
  The Mind Flayer
  The Kobold
  The Scribe
  The Manticore
  The Celestial
  The Dragon
  SPELLCASTING 
  ABILITY
  Charisma
  Wisdom
  Charisma
  Wisdom
  Charisma
  Charisma
  Intelligence
  Wisdom
  Intelligence
  Intelligence
  Wisdom
  Wisdom
  SPELL
  elemental 
  bane
  stoneskin
  greater 
  restoration
  creation
  polymorph
  Mordenkainen
  ’s private 
  sanctuary
  modify 
  memory
  tiny servant at 
  4th level
  scrying
  nondetection
  teleportation 
  circle
  Leomund’s 
  secret chest
  
  14
  Celtic and Welsh
  Astrology
  I
  n this chapter you will ﬁnd the astrological 
  signs of Celtic and Welsh astrology, detailed 
  for use in your games. Most Celtic Druids
  —those from modern day Scotland, Ireland, 
  France, and Britain—had extraordinarily 
  similar beliefs and languages, with the exception of 
  the Welsh Druids. The Welsh have always stood 
  apart and had their own unique gods and 
  traditions, due in part to their relative geographical 
  isolation from the rest of the Druids. The Welsh 
  were also the last of the Druids to fall to the 
  Romans, and were considered a safe haven for 
  witches, Druids, and pagans until well into the 
  16th century. Due to these diﬀerences, I have 
  listed two month names for each tree sign—the 
  ﬁrst being Celtic and the second being Welsh. 
  Unlike Western traditions, the Celtic Druids 
  looked to the moon to create their calendars. As 
  such, the Celtic calendars have 13 months instead 
  of twelve. Each of their 13 lunar months was 
  connected to a sacred tree; these trees were all 
  imbued with spirits that gave them great wisdom 
  and connected them to the universe at large. 
  The original Celtic calendar was based on a 
  ﬁve-year cycle of 62 months. This required that an 
  additional month had to be added to the year every 
  two and a half years. A normal year had 353 days, 
  while a long year had 385 days. Modern Druids 
  and Pagans have adapted this calendar and 
  created a calendar with 13 months and 385 days 
  every year, which is now considered standard. The 
  calendar below uses this new standard calendar, 
  but I have included a section on how to use the 
  traditional calendar if you wish. I have also 
  included sections on adapting this 
  calendar to preexisting fantasy 
  calendars, and creating your own 
  calendar using the sacred trees.  
   
  Adapting to the Calendar of 
  Harptos
  Adapting to the Calendar of Harptos requires one 
  major decision: does your world have more cold 
  months, or more hot months? If your world has 
  more hot months, add the thirteenth month to the
  middle of the calendar as Midkythorn. If your 
  world has more cold months, add the thirteenth 
  month to the end of the calendar as Midnightal. 
  You may also choose to shorten your months by 2 
  days each to make up for the thirteenth month, 
  make your year longer, or drop one celtic month all 
  together. Use the table below for your tree signs. 
  HARPTOS 
  CALENDAR
  Hammer
  Alturiak
  Ches
  Tarsakh
  Mirtul
  Kythorn
  Midkythorn
  Flamerule
  Eleasis
  Eleint
  Marpenoth
  Uktar
  Nightal
  Midnightal
  SIGNS FOR 
  HOTTER WORLDS
  Birch
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  —
  SIGNS FOR 
  COLDER WORLDS
  Birch
  Rowan
  Ash
  Alder
  Willow
  —
  Hawthorn
  Oak
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  
  15
  Using the Traditional Calendar
  Adopting the traditional calendar can be relatively 
  simple, as long as you keep careful track of the 
  current month and year in your campaign. I 
  recommend starting your game at the beginning of 
  the ﬁve year cycle, but you may choose to start 
  your game at any other point in the cycle.  While 
  using this cycle, the Birch sign only occurs every 
  two and a half years—making children born under 
  this sign rare. This rarity comes with additional 
  celebration of their birth, and additional pressures 
  to have a great destiny. Most, if not all, of those 
  born under this sign will become adventurers at 
  some point in their lives. They are also more likely 
  to create emblems and expect special treatment 
  based on their tree sign; this is especially true if 
  the child is from a noble or royal family. You may 
  also want to base a portion of the royal lineage (if 
  your world has royalty) on being born under this 
  sign.
  The Coligny calendar is the only Celtic 
  calendar that has separate names for each of the 
  fourteen months contained in the ﬁve year cycle, 
  while the Welsh and other Celts simply added the 
  preﬁx Mid to the extra months. Below are tables 
  showing how to use the Coligny and Welsh 
  calendars and their ﬁve year cycle.
  Creating your own Calendar
  If you use to create your own calendar for your 
  world using the Celtic astrological signs, it’s easy! 
  The simplest choice would be to create your own 
  calendar with thirteen months, but you can also 
  adapt a twelve month calendar (use the Calendar 
  of Harptos conversion as a guide) or create a ﬁve 
  year cycle calendar (using the table at the bottom 
  of this page).  
  MONTH (DAYS)
  COLIGNY/WELSH
  Quimonios/Midionawr (30)
  Samonios/Ionawr (30)
  Dumannios/Chwefror (29)
  Riuros/Mawrth (30)
  Anaganio/Ebrill (29)
  Ogronnios/Mai (30)
  Quitios/Meheﬁn (30)
  Rantaranos/Midgorﬀennaf (30)
  Giamonios/Gorﬀennaf (29)
  Semiuisonns/Awst (30)
  Equos/Medi (30)
  Elembiuios/Hydref (29)
  Aedrinios/Tachwedd (30)
  Cantlos/Rhagfyr (29)
  YEAR 1
  Birch
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
  —
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  YEAR 2
  —
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
   —
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  YEAR 3
  —
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
   Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  Birch
  YEAR 4
  —
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
   —
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  YEAR 5
  —
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
   —
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  
  16
  Quimonios/Ionawr: The Birch Tree
  December 24 - January 20: The Achiever
  Birch trees represent renewal and rebirth, as they 
  are the ﬁrst tree to grow new leaves after the 
  winter. Those born with the energy of the Birch are 
  highly driven, strive toward their goals, and are 
  always stretching to ﬁnd the light. They are 
  resilient, charming, and loyal. Birch signs may 
  have diﬃculty showing aﬀection, but this does not 
  mean that they are cold-hearted! Without a goal, 
  they often become depressed. Compatible with the 
  Vine and Willow signs.
  Samanios/Chwefror: The Rowan Tree
  January 21 - February 17: The Thinker
  Rowan trees are powerful protectors and were 
  planted near doors and gates to ward oﬀ evil. 
  Rowan signs tend to be philosophical visionaries 
  with strong humanitarian and spiritual ideals. 
  They are original and creative with transformative 
  auras, and are easily frustrated by systems 
  resistant to change. Communicating their ideas is 
  the downfall of the children of the Rowan and they 
  can come oﬀ as cold and aloof. Without a creative 
  outlet, they can become restless and irritable. 
  Compatible with the Ivy and Hawthorn signs. 
  Dumannios/Marwrth: The Ash Tree
  February 18 - March 17: The Enchanter
  Ash trees are sacred trees and their wood is used 
  to make wands and spears.
  Those born under the Ash’s inﬂuence are naturally 
  artistic, imaginative, and intuitive. They are also 
  known for their charisma and spontaneity. 
  Constantly thinking of new projects, they are easily 
  inspired in matters of art, writing, science, and 
  theology. Ash signs are usually too busy to care 
  much about what others think of them and can be 
  a bit reclusive when working on an important 
  project. They need to focus their mental abilities or 
  they may become anxious and quarrelsome. 
  Compatible with Willow and Reed signs.
  TREE 
  SIGN
  Birch
  Rowan
  Ash
  Alder
  Willow
  Hawthorn
  Oak
  Holly
  Hazel
  Vine
  Ivy
  Reed
  Elder
  PLANET
  Sun
  Uranus
  Neptune
  Mars
  Moon
  Vulcan
  Jupiter
  Earth
  Mercury
  Venus
  Persephone
  Pluto
  Saturn
  COLOR
  White
  Gray
  Green
  Red
  Yellow
  Purple
  Black
  Silver
  Brown
  Pink
  Blue
  Orange
  Gold
  ANIMAL
  White stag 
  symbolizing high 
  aspirations
  Green dragon 
  symbolizing 
  inspiration
  Adder 
  symbolizing 
  spiritual energy. 
  Fox symbolizing  
  diplomacy
  Hare 
  symbolizing 
  adaptation
  Owl symbolizing 
  wisdom
  Wren 
  symbolizing wit 
  Unicorn 
  symbolizing 
  purity
  Salmon 
  symbolizing 
  inspiration
  White Swan 
  symbolizing 
  grace
  Butterﬂy 
  symbolizing 
  faith
  Dog symbolizing 
  enduring 
  loyalty. 
  Raven 
  symbolizing  
  protection
  DEITY
  Lugh
  Brigid
  Gwydion
  Bran
  Ceridwen
  Olwen
  Dagda
  Govannon
  Manannan
  Tuatha De 
  Danaan
  Guinevere
  Pwyll
  Cailleach
  Associations
  Signs and Their Associations
  Each sign of the Welsh zodiac is associated with 
  speciﬁc deities, planets, colors, and animals. This 
  information can be used to inﬂuence your characters 
  roleplay or aesthetic, or to help you choose a deity for 
  your character to follow.  
  
  17
  Riuros/Ebrill: The Alder Tree
  March 18 - April 14: The Trailblazer 
  Alder trees resist rot, and were used to make 
  bridges and boats. Children of the Alder Tree are 
  naturals at ﬁnding their own paths and inspiring 
  others to follow along. Alder signs tend to be self-
  reliant, self-conﬁdent, and adventurous. They are 
  usually charming and get along with a wide array 
  of diﬀerent people and personalities. Waste is the 
  one thing they cannot stand, especially wasting 
  time and they cut through superﬁciality and ﬂuﬀ 
  easily. Alders must learn to be strong diplomats or 
  risk devoting themselves to fruitless endeavors. 
  Compatible with Hawthorn, Oak, and Birch 
  signs.    
  Anagantio/Mai: The Willow Tree
  April 15 - May 12: The Observer
  Willows are sacred to the moon and in Celtic myth 
  the universe was hatched from two eggs nested in 
  the branches of a Willow tree. Willow signs are 
  naturally more connected to the mystical elements 
  of the moon making them highly creative, intuitive, 
  and intelligent. They also have a keen 
  understanding of the cycles and seasons of nature 
  and life. Children of the Willow have limitless 
  potential, but can hold themselves back for fear of 
  being viewed as ﬂamboyant or egotistical. Willow 
  signs must listen to their inner voice or they can 
  become moody and indecisive. Compatible with 
  Birch and Ivy signs. 
  Ogronnios/Mehefin:  The Hawthorn Tree
  May 13- June 9: The Illusionist
  Hawthorns are providers of psychic protection and 
  often house Fae spirits. Hawthorn signs are not all 
  that they seem, they lead seemingly average lives 
  that mask ﬁery passion. They are well adjusted 
  and adaptive, as they focus on the bigger picture. 
  Others seek them for advice and understanding as 
  they are excellent listeners. They are often talented 
  performers, beneﬁtting from their natural charms. 
  Hawthorn signs are easily bored and tend to seek 
  out new challenges. Children of the Hawthorn 
  must work to develop patience as hasty action can 
  sabotage their eﬀorts. Compatible with Ash and 
  Rowan signs.
  Quitos/Gorffennaf: The Oak Tree
  June 10 - July 7: The Stabilizer
  Oaks are sacred trees who symbolize truth and 
  steadfast knowledge. Doors made of Oak trees 
  protect against harm. Those born under the Oak’s 
  inﬂuence have an internal strength and strive to 
  protect those who cannot protect themselves. They 
  remain calm in a crisis and are optimistic about 
  the outcomes. Oak signs thrive in a large family 
  setting and are highly involved in their 
  communities. They also have a deep respect for 
  history and ancestry, which leads many to become 
  teachers. Striving for control is one of their 
  strengths, but also one of their great weaknesses 
  as this can lead them to become overbearing. 
  Compatible with Ash, Reed, and Ivy Signs.
  Rantaranos/Awst: The Holly Tree
  July 8 - August 4: The Ruler
  Holly repels enemies and kings are crowned with 
  Holly wreaths. Holly signs are natural leaders of 
  great conﬁdence. They take on new challenges with 
  zeal and do not stop until their goal is achieved. 
  Competitive and ambitious, arrogance is the most 
  common downfall of Holly signs. Underneath the 
  arrogance, however, there is generosity and 
  kindness. If not kept active with new challenges, 
  Holly signs can become lazy and directionless. 
  They must also control their perfectionistic nature 
  as it can damage their conﬁdence. Compatible with 
  Ash and Elder signs.
  Giamonios/Medi: The Hazel Tree
  August 5 - September 1: The Knower
  Hazel trees of the tree of wisdom, and knowledge 
  can be gained from eating Hazelnuts. Those born 
  with the spirit of the Hazel tree are highly 
  intelligent and thrive in the world of academia. 
  They have a natural knack for numbers, science, 
  and memorization. Hazel signs have a keen eye for 
  details and strive for order in all things. 
  Unfortunately, this can also lead to compulsive 
  behaviors and a need to maintain control. Children 
  of the Hazel must express their creativity or risk 
  becoming morbid and pessimistic. Compatible with 
  Hawthorn and Rowan signs.
  
  18
  Midrhagfry: The Elder Tree
  November 25 - December 23: The Seeker
  The Elder tree is sacred to the faeries and is an 
  omen of death if brought indoors. Elder signs love 
  freedom and are much more wild than the other 
  signs. They thrive in the adventurer’s lifestyle and 
  are often thrill seekers. Brimming with energy, 
  they can become bored easily and need mental 
  stimulation and physical challenges. They detest 
  and resist the routine. Despite an extroverted 
  nature, their brutal honesty and feelings of 
  otherness can cause them to act withdrawn. Elder 
  signs must learn to use change as a positive force 
  in their lives or else they can become reckless and 
  confused. Compatible with Alder and Holly signs.
  Marks of the Welsh Zodiac
  These marks, which function similarly to 
  dragonmarks, are the symbols of the sacred trees 
  and imbue those they decorate with their power. 
  The abilities of these marks replace some or all of 
  the racial abilities (see paragraph two) normally 
  used in character creation and can be used by any 
  race. However, the mark must match the tree sign 
  a character was born under. These marks are 
  generally added to personal emblems and perhaps 
  a family emblem if they tend to have children born 
  under a certain sign or the head of the family has 
  a certain sign. This is especially true for the Birch 
  sign when using the traditional calendar. 
  These marks replace all traits associated with 
  humans. Half-orcs and Tieﬂings replace all traits 
  except for Darkvision. Half-elves keep all traits 
  except for Ability Score Increase and Skill 
  Versatility. Dragonborn keep all traits except for 
  Ability Score Increase and Damage Resistance. 
  These marks simply replace subraces for dwarves, 
  elves, gnomes, and halﬂings.
  The Mark of the 
  Birch
  Ability Score Increase. Your 
  Strength score increases by 2, and your Wisdom 
  increases by 1. 
  Leading Intuition. When you make a Wisdom 
  (Insight) or a Charisma (Persuasion) check, you 
  can roll a d4 and add the number rolled to the 
  ability check. 
  Birch’s Magic. You know the guidance cantrip and 
  can cast the magic weapon spell with this trait. 
  Once you cast the spell with this trait, you can’t do 
  so again until you ﬁnish a long rest. Wisdom is 
  your spellcasting ability for these spells. 
  Spells of the Mark. If you have the Spellcasting or 
  Pact Magic class feature, the spells on the Mark of 
  the Birch Spells table are added to the spell list of 
  your spellcasting class. 
  Mark of the Birch Spells
  The Mark of the 
  Rowan
  Ability Score Increase. 
  Your Intelligence score increases by 2, and your 
  Wisdom increases by 1.
  Philosophical Intuition. When you make an 
  Intelligence (Religion) or an Intelligence 
  (Investigation) check, you can roll a d4 and add the 
  number rolled to the ability check.
  Rowan’s Magic. You can cast the comprehend 
  languages and identify spells with this trait. Once 
  you cast either spell with this trait, you can’t cast 
  that spell with it again until you ﬁnish a long rest. 
  Intelligence is your spellcasting ability for these 
  spells.
  Spells of the Mark. If you have the Spellcasting or 
  Pact Magic class feature, the spells on the Mark of 
  the Rowan Spells table are added to the spell list of 
  your spellcasting class. 
  Mark of the Rowan Spells
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  command, heroism
  magic weapon, aid
  aura of vitality, blinding smite
  aura of life, staggering smite
  circle of power
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  unseen servant, comprehend 
  languages
  see invisibility, zone of truth
  speak with dead, tongues
  fabricate, Mordenkainen’s private 
  sanctum
  creation
  
  19
  The Mark of the 
  Ash
  Ability Score Increase. 
  Your Charisma increases by 2, and your Wisdom 
  increases by 1. 
  Creative Intuition. When you make a Charisma 
  (Performance) or Charisma (Deception) check, you 
  can roll a d4 and add the number rolled to the 
  ability check. 
  Ash’s Magic. You can cast charm person and 
  expeditious retreat with this trait. Once you cast 
  either spell with this trait, you can’t cast that spell 
  with it again until you ﬁnish a long rest. Charisma 
  is your spellcasting ability for these spells. 
  Spells of the Mark. If you have the Spellcasting or 
  Pact Magic class feature, the spells on the Mark of 
  the Ash Spells table are added to the spell list of 
  your spellcasting class.
  Mark of the Ash Spells
  The Mark of the 
  Alder
  Ability Score Increase. 
  Your Wisdom increases by 2, and your Charisma 
  increases by 1. 
  Trailblazing Intuition. When you make a Wisdom 
  (Survival) or Wisdom (Medicine) check, you can roll 
  a d4 and add the number rolled to the ability 
  check.
  Alder’s Magic. You can cast hunter’s mark and 
  protection from good and evil with this trait. Once 
  you cast either spell with this trait, you can’t cast 
  that spell with it again until you ﬁnish a long rest. 
  Wisdom is your spellcasting ability for these spells.
  Spells of the Mark. If you have the Spellcasting of 
  the Pact Magic class feature, the spells on the 
  Mark of Alder Spells table are added to the spell 
  list of your spellcasting class.
  Mark of the Alder Spells
  The Mark of the 
  Willow
  Ability Score Increase. 
  Your Charisma increases by 2, and your Dexterity 
  increases by 1. 
  Lunar Intuition. When you make a Wisdom 
  (Insight) or a Charisma (Persuasion) check, you 
  can roll a d4 and add the number rolled to the 
  ability check.
   
  Willow’s Magic. You know the ray of frost cantrip 
  and can cast the spell moonbeam with this trait. 
  Once you cast the spell with this trait, you can’t do 
  so again until you ﬁnish a long rest. Charisma is 
  your spellcasting ability for these spells.
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Willow Spells table are added to the 
  spell list of your spellcasting class.
  Mark of the Willow Spells
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  charm person, illusory script
  crown of madness, pass without 
  trace
  haste, water breathing
  arcane eye, hallucinatory terrain
  hold monster
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  protection from good and evil, 
  speak with animals
  locate object, spider climb
  dispel magic, ﬂy
  freedom of movement, stoneskin
  dispel evil and good
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  absorb elements, ice knife
  moonbeam, augury
  speak with dead, water 
  breathing
  divination, watery sphere
  reincarnate
  
  20
  The Mark of the 
  Hawthorn
  Ability Score Increase. 
  Your Strength increases by 2, and your Charisma 
  increases by 1.
  Protective Intuition. When you make a Strength 
  (Athletics) or a Wisdom (Survival) check, you can 
  roll a d4 and add the number rolled to the ability 
  check.
  Hawthorn’s Magic. You can cast the alarm and 
  shield spells with this trait. Once you cast either 
  spell with this trait, you can’t cast that spell with it 
  again until you ﬁnish a long rest. Charisma is your 
  spellcasting ability for these spells.
  Spells of the Mark. If you have the Spell Casting 
  or the Pact Magic class feature, the spells on the 
  Mark of the Hawthorn Spells table are added to the 
  spell list of your spellcasting class.
  Mark of the Hawthorn Spells
  The Mark of the 
  Oak
  Ability Score Increase. 
  Your Constitution increases by 2, and your 
  Wisdom increases by 1.
  Stabilizing Intuition. When you make a 
  Constitution saving throw or Intelligence (History) 
  check, you can roll a d4 and add the number rolled 
  to the ability check.
  Oak’s Magic. You know the druidcraft cantrip and 
  can cast the protection from poison spell with this 
  trait. Once you cast either spell with this trait, you 
  can’t cast that spell with it again until you ﬁnish a 
  long rest. Wisdom is your spellcasting ability for 
  these spells. 
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Oak Spells table are added to the spell 
  list of your spellcasting class.
  Mark of the Oak Spells
  The Mark of the 
  Holly
  Ability Score Increase. 
  Your Strength increases by 2, and your Charisma 
  increases by 1.
  Ruling Intuition. Choose an artisan’s tool, 
  whenever you use this tool or make a Charisma 
  (Intimidation) check, you can roll a d4 and add the 
  number rolled to the ability check. 
  Holly’s Magic. You can cast command and 
  compelled duel with this trait. Once you cast either 
  spell with this trait, you can’t cast that spell with it 
  again until you ﬁnish a long rest. Charisma is your 
  spellcasting ability for these spells.
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Holly Spells table are added to the 
  spell list of your spellcasting class.
  Mark of the Holly Spells
  The Mark of the 
  Hazel
  Ability Score Increase. 
  Your Intelligence increases by 2, and your Wisdom 
  increases by 1.
  Knowing Intuition. When you make an 
  Intelligence (Arcana) or Intelligence (History) check, 
  you can roll a d4 and add the number rolled to the 
  ability check. 
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  shield, color spray
  invisibility, magic weapon
  counterspell, fear
  greater invisibility, Otiluke’s 
  resilient sphere
  dispel evil and good
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  purify food and drink, speak 
  with animals
  protection from poison, locate 
  animals or plants
  Leomund’s tiny hut, plant growth
  guardian of faith, conjure 
  woodland beings
  legend lore 
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  command, armor of Agathys
  hold person, enhance ability
  crusader’s mantle, spirit 
  guardians
  compulsion, Mordenkainen’s 
  faithful hound
  geas
  
  21
  Hazel’s Magic. You can cast detect magic and 
  disguise self with this trait. Once you cast either 
  spell with this trait, you can’t cast that spell with it 
  again until you ﬁnish a long rest. Intelligence is 
  your spellcasting ability for these spells.
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Hazel Spells table are added to the 
  spell list of your spellcasting class.
  Mark of the Hazel Spells
  The Mark of the Vine
  Ability Score Increase. Your 
  Charisma increases by 2, and your 
  Wisdom increases by 1. 
  Empathic Intuition. When you make a Wisdom 
  (Intuition) or Wisdom (Perception) check, you can 
  roll a d4 and add the number rolled to the ability 
  check.
  Vine’s Magic. You know the cantrip friends and 
  can cast the calm emotions spell with this trait. 
  Once you cast this spell with this trait, you can’t 
  cast this spell with it again until you ﬁnish a long 
  rest. Charisma is your spellcasting ability for these 
  spells.
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Vine Spells table are added to the spell 
  list of your spellcasting class.
  Mark of the Vine Spells
  The Mark of the Ivy
  Ability Score Increase. Your 
  Constitution increases by 2, and 
  your Charisma increases by 1.
  Survival Intuition. When you make a Wisdom 
  (Survival) or Intelligence (Religion) check, you can 
  roll a d4 and add the number rolled to the ability 
  check.
  Ivy’s Magic. You can cast the false life and guiding 
  bolt spells with this trait. Once you cast either 
  spell with this trait, you can’t cast that spell with it 
  again until you ﬁnish a long rest. Charisma is your 
  spellcasting ability for these spells.
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Ivy Spells table are added to the spell 
  list of your spellcasting class.
  Mark of the Ivy Spells
  The Mark of the Reed
  Ability Score Increase. Your 
  Intelligence increases by 2, and 
  your Dexterity increases by 1. 
  Inquisitive Intuition. When you make a Dexterity 
  (Sleight of Hand) or Dexterity (Stealth) check, you 
  can roll a d4 and add the number rolled to the 
  ability check. 
  Reed’s Magic. You can cast the comprehend 
  languages and hellish rebuke spells with this trait. 
  Once you cast either of these spells with this trait, 
  you can’t cast that spell with it again until you 
  ﬁnish a long rest. Intelligence is your spellcasting 
  ability for these spells. 
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature, the spells on the 
  Mark of the Reed Spells table are added to the 
  spell list of your spellcasting class.
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  detect magic, faerie ﬁre
  zone of truth, detect thoughts
  clairvoyance, hunger of Hadar
  arcane eye, Mordenkainen’s 
  private sanctum
  commune
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  beast bond, cure wounds
  calm emotions, prayer of healing
  speak with dead, speak with 
  plants
  aura of purity, death ward
  Rary’s telepathic bond
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  feather fall, false life
  barkskin, mirror image
  create food and water, beacon of 
  hope
  stoneskin, death ward
  Bigby’s hand
  
  22
  Mark of the Reed Spells
  The Mark of the Elder
  Ability Score Increase. Your 
  Intelligence increases by 2, and 
  your Strength increases by 1.
  Adventurous Intuition. When you make an 
  Intelligence (Investigation) or a Strength (Athletics) 
  check, you can roll a d4 and add the number rolled 
  to the ability check.
  Elder’s Magic. You know the cantrip gust and can 
  cast the pyrotechnics spell with this trait. Once you 
  cast this spell with this trait, you can’t cast this 
  spell with it again until you ﬁnish a long rest. 
  Intelligence is your spellcasting ability for these 
  spells.
  Spells of the Mark. If you have the Spellcasting or 
  the Pact Magic class feature,  the spells on the 
  Mark of the Elder Spells table are added to the 
  spell list of your spellcasting class.
  Mark of the Elder Spells
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  hellish rebuke, identify
  misty step, detect thoughts
  speak with dead, water walk
  polymorph, dimension door
  passwall
  SPELL LEVEL
  1st
  2nd
  3rd
  4th
  5th
  SPELLS
  magic missile, hunter’s mark
  pyrotechnics, gust of wind
  conjure barrage, erupting earth
  storm sphere, staggering smite
  destructive wave
  
  23
  Egyptian
  Astrology
  N
  owadays we have separated astrology 
  and astronomy, but previously they 
  were one and the same. In Ancient 
  Egypt, they developed a system of 
  astronomy that they believed could help 
  to predict natural events like famine and ﬂoods 
  using the solar movements. Their system of using 
  the stars and planets to make predictions was 
  thought to show connections to human 
  experiences as well; it would show the path a 
  person’s life was supposed to take, and how best 
  for them to succeed. 
  Those who charted the movement of stars also 
  noted their eﬀects on the environment and the 
  seasons. It was thought that, to do so, one needed 
  a connection to the cosmos or an understanding of 
  the divine. Those who were able to decipher the 
  stars created decans, or 36 groups of small 
  constellations that rise in a particular order every 
  24 hours. Since the 36 decans repeated 
  themselves throughout the year, the period of each 
  decan was 10 days. Paired with a calendar of 12 
  months, 30 days each, this left 5 days at the end of 
  the year to celebrate as holy days.
  For the Egyptians, the stars were the gods way 
  of communicating to those followers who were able 
  to read their knowledge and heed their warnings. It 
  gave them a way to look into the future, grasping 
  at the unknown.
  36 Constellations
  Because of the number of constellations, this is 
  the most diﬃcult zodiac to adapt to other 
  calendars. Because of this, this chapter contains 
  the standard order of the constellations and their 
  associated signs, as well as a suggested 
  simpliﬁcation for the Harptos calendar. When 
  adapting to your own custom calendar, or another 
  fantasy calandar, you can follow the 10-day 
  periods of the decans, or simply pick the 
  appropriate number of signs to use with your 
  calendar. 
  Sign
  Nile
  Amon-Ra
  Mut
  Amon-Ra
  Geb
  Osiris
  Isis
  Thoth
  Horus
  Anubis
  Seth
  Nile
  Anubis
  Bastet
  Sekhmet
  Horus
  Geb
  Nile
  Mut
  Bastet
  Seth
  Bastet
  Isis
  Sekhmet
  Thoth
  Nile
  Osiris
  Isis
  Traditional Date
  January 1st - 7th
  January 8th - 21st
  January 22nd - 31st
  February 1st - 11th
  February 12th - 29th
  March 1st - 10th
  March 11th - 31st
  April 1st - 19th
  April 20th - May 7th
  May 8th - 27th
  May 28th - June 18th
  June 19th - 28th
  June 29th - July 13th
  July 14th - 28th
  July 29th - August 11th
  August 12th - 19th
  August 20th - 31st
  September 1st - 7th
  September 8th - 22nd
  September 23rd - 27th
  September 28th - October 2nd
  October 3rd - 17th
  October 18th - 29th
  October 30th - November 7th
  November 8th - 17th
  November 18th - 26th
  November 27th - December 18th
  December 19th - 31st
  
  24
  Sign
  Nile
  Mut
  Amon-Ra
  Geb
  Osiris
  Isis
  Thoth
  Horus
  Anubis
  Seth
  Nile
  Anubis
  Bastet
  Sekhmet
  Horus
  Geb
  Nile
  Mut
  Bastet
  Isis
  Thoth
  Nile
  Osiris
  Isis
  Harptos Date
  1st - 15th Hammer
  16th - 30th Hammer
  1st - 15th Alturiak
  16th - 30th Alturiak
  1st - 15th Ches
  16th - 30th Ches
  1st - 15th Tarsakh
  16th - 30th Tarsakh
  1st - 15th Mirtul
  16th - 30th Mirtul
  1st - 15th Kythorn
  16th - 30th Kythorn
  1st - 15th Flamerule
  16th - 30th Flamerule
  1st - 15th Eleasis
  16th - 30th Eleasis
  1st - 15th Eleint
  16th - 30th Elient
  1st - 15th Marpenoth
  16th - 30th Marpenoth
  1st - 15th Uktar
  16th - 30th Uktar
  1st - 15th Nightal
  16th - 30th Nightal
  Sign
  Nile
  Amon-Ra
  Mut
  Geb
  Osiris
  Isis
  Thoth
  Horus
  Anubis
  Seth
  Bastet
  Sekhmet
  Harptos Date
  Hammer
  Alturiak
  Ches
  Tarsakh
  Mirtul
  Kythorn
  Flamerule
  Eleasis
  Eleint
  Marpenoth
  Uktar
  Nightal
  Harptos Adaptation #1
  Harptos Adaptation #2
  Nile
  Logical, Peaceful, Practical
  Being the source of life, the Nile river and its water 
  are the source of irrigation and fertilization for 
  crops. Because of the seasonal ﬂoods bringing life 
  back to the earth, people worshiped the river and 
  asked it for help. Often portrayed as a fertility god 
  with vegetables instead of hair surrounded by a 
  plentiful harvest.
  Being born under this sign inspires passion 
  and impulsivity. Those born under this sign are 
  doers, preferring to live with no regrets rather than 
  being safe. It often leads to inborn gifts of 
  leadership and—to a lesser extent—healing. 
  Should they throw themself into learning the art of 
  healing, they’d be able to take away everything 
  from a headache to a curse with their hands. This 
  naturally brings a sense of calm and peace to all 
  those around them due to this natural positive 
  energy.
  Amon-Ra
  Generous, Successful, Helpful
  Amon-Ra is considered the supreme deity of the 
  Sun and goes by many names—Amon-Ra, Amon, 
  and Amun. He is often portrayed with a ram’s or 
  man’s head, decorated with mutton horns or a 
  solar disk. His wife was Mut, the Mother Goddess.
  Being born under this sign increases power 
  and integrally ties one to nature. They are always 
  full of sunny optimism, easily sliding into 
  becoming a leader without eﬀort as others simply 
  hand it to them. Others are drawn to them and 
  want to obey the words of those born under Amon-
  Ra. Their weakness is ﬂattery, using it correctly on 
  them allows you to direct them easily to other 
  goals. Blessed by nature to see the future they 
  often become prophets and lead with these gifts as 
  their spoken word holds the power of persuasion.
  
  25
  Mut
  Ironic
  The goddess Mut was the second most important 
  deity after Isis. They symbolized the fair and just 
  Mother. Often depicted as having two crows upon 
  her head for Upper and Lower Egypt, occasionally 
  shown as a lioness.
  Being born under this sign makes for a very 
  demanding personality, both to themself and to 
  others. Romance is alien to them and often 
  unneeded. They would not talk but act, choosing 
  to let their deeds speak for them. Naturally 
  inclined to exact sciences, most become engineers, 
  inventors, and testers. Mut blesses these children 
  with excellent health, endurance, and resistance to 
  illnesses or meddlings of fate. Having one on your 
  side makes you feel as if you are protected and safe 
  behind high thick walls but they need to be 
  watched as they are prone to melancholy or 
  sudden mood swings.
  Geb
  Proud, Sensitive, Modest
  Geb is the god of earth, stability, lasting union and 
  unity. His subjects include not just mortals, but 
  minerals and plants as well. Often he is depicted 
  wearing a red crown divided into 3 equal parts, or 
  as a goose.
  Being born under this sign slows things down 
  and makes for thorough, unhurried sage advisers. 
  All decisions are well thought out, but this often 
  makes them slow to action. Gifted with the extra 
  ability to see the truth in things, they are often 
  drawn to paths as politicians or psychologists. 
  They must become an expert on all things they 
  own, so they can easily ﬁx their items and those of 
  their companions; most also love to take things 
  apart in their free time. With an extra blessing of 
  being able to bring back any plant on the verge of 
  death, or speed along the growth of a seed, those 
  born under this sign can be in high demand for 
  agriculture even if they have no want for the job.
  Osiris
  Indecisiveness, Dual Personality
  Osiris is the god of regeneration and life itself, 
  labeling him as one of the greatest gods of Egypt. 
  They are said to have brought civilization to Egypt 
  by teaching them how to garden and farm. It is 
  said that by doing so he made himself the patron 
  of fertility and development.
  Being born under this sign makes for an 
  extremely perceptive, likely to be able to even read 
  the surface thoughts of others. They are unable to 
  hide or lie to others but in turn they can feel 
  deception. Able to quickly organize things and 
  manage large groups of people they are suited for 
  middle management positions or positions as a 
  right hand. Driven by great curiosity and a need to 
  develop they often fund research if not perform the 
  research themself. People born under these stars 
  often are incredibly lucky, seemingly saved at the 
  last moment or ﬁnding a loophole before it's too 
  late.
  Isis
  Active, Straightforward, Digniﬁed
  Isis, goddess of motherhood and femininity, is 
  considered the supreme goddess of Egypt. She is 
  the wife of Osiris who she revived after his jealous 
  brother, Seth, killed him. She is said to protect 
  newborns and seafarers. Often portrayed as a 
  woman with bull horns which holds a glowing 
  solar disk, in her lap sits a son thought to be the 
  god Horus.
  Being born under this sign makes you 
  particularly fortunate. Their main essence is 
  dictated by love making them warm and tender 
  with others. They are not weak willed; they just 
  know exactly what they want in life and who is 
  important to them, showing both freely. Most ﬁnd 
  their way into the roles of teachers or money 
  handlers. Children under these stars are open, 
  cheerful, ambitious, and chance enjoyment. 
  Pleasure for pleasure's sake is often a heavy past 
  time to compensate for a boring day job but they 
  will leap at the chance to make it their occupation 
  as well.
  
  26
  Thoth
  Compassionate, Energetic, Courageous
  Thoth taught the people speech, writing and 
  mathematics. He is the patron of scientists, 
  philosophers, agronomists, scribes and 
  bookkeepers. He is said to possess deep wisdom, 
  even for a god, and he is an adviser to Osiris and a 
  mentor to Horus. Often depicted as having the 
  head of an ibis.
  Being born under these stars makes for an 
  extremely logical mind, drawn to calculations and 
  details. They can be relied on as their punctuality 
  is unmatched, they always keep their word, and 
  are the perfect example of responsibility. It is said 
  that they have a perfect recall which is often used 
  to analyze their life experience in hopes of 
  developing their own success through strategies 
  and values. A handful of blessed children under 
  these stars can hypnotize and suggest using their 
  eyes, often unconsciously, using it to persuade 
  others to their side of an argument.
  Horus
  Impatience, Endurance, Wit
  The god of love, stars, and the heavens—he is a 
  messenger of the gods as well as the protector of 
  the pharaohs. It is said that his eyes see as well at 
  night as they do during the day. Horus is often 
  portrayed with the head of a falcon, or just as a 
  falcon with a sun disc over his head.
  Being born under this sign makes for an easy 
  nature, preferring ﬂight to ﬁght as well as ﬂights of 
  fancy. Their imagination is rich, making them the 
  perfect ﬁt for any creative profession. They have a 
  special gift to understand animals and other 
  languages, making it easy for them to tame either. 
  Others appreciate their generosity, cheerfulness 
  and easy temper. At the same time they are 
  suprisingly practical, as they can easily set goals 
  and achieve them; they don’t avoid responsibility, 
  but will take unnecessary risks to reach their 
  goals.
  Anubis
  Cunning, Intelligent, Sympathetic
  As the god of the kingdom of the dead, Anubis is 
  responsible for the mummiﬁcation and funeral 
  process. They oversee the stay of the dead souls in 
  the afterlife, meeting them at the entrance to his 
  kingdom to judge them before assigning them to 
  their afterlife. Often portrayed with the head of a 
  wild dog or jackal.
  Being born under this sign, you are gifted with 
  a sense of humor, often leaning into the darker 
  side. They possess the wit and self possession that 
  others often seek. Preferring the night time to 
  work, they often keep odd hours unless forced 
  otherwise, and prefer to be single both socially as 
  well as romantically. Not taking to team work well, 
  they are a loner that must be pushed into activities
  —but they are better one on one or in small 
  groups. Children of this sign have a keen sense of 
  justice, they seek truth standing up for those 
  wronged by punishing the guilty. Others see them 
  as mysterious and dark.
  Seth
  Perfection, Impulsive
  Seth is the god of war, destruction, storms, 
  darkness and chaos—but he also represents 
  freedom. The jealousy of the glory and praise his 
  brother Osiris received lead him to murder; as 
  punishment, he was sent to heaven to only be able 
  to watch the mortals and can be found in the form 
  of Ursa Major. Often portrayed as a man with the 
  head of a wild boar.
  Being born under this sign inspires leadership 
  and power. They are ambitious, self-conﬁdent, 
  righteous, and prone to greed. Politics and power 
  struggles are their natural home, and they feel 
  completely comfortable in them as they make their 
  ways to the highest seats of power. Slipping into 
  the dark occult is always a temptation, as it comes 
  easily to those born under this sign. Children of 
  Seth can make scarily accurate predictions which 
  others see as magic, or see conclusions of chains 
  of events that fall as stated. Tending to see barriers 
  or blocks to a plan as a challenge to overcome in 
  order to prove worthy. They are conquerors, 
  invaders, rulers—relying on only themselves so as 
  not to be left in a weakened position.
  
  27
  Bastet
  Equilibrium, Anxiety
  Bastet is the goddess of love, joy, female beauty 
  and home. There are two competing sides of Bastet 
  —one kind and loving, the other aggressive and 
  willing to defend family at any cost. She is 
  considered a defender of pharaohs and of all 
  mankind. She is often depicted as a woman with 
  the head of a cat, or as a lioness.
  Being born under this sign gifts people with 
  the ability to relieve stress and soothe pain 
  naturally; they are said to give oﬀ an air of comfort 
  that warms those around them. It is easy for them 
  to ﬁnd the right words or ways to provide comfort, 
  even in the darkest of times. They are also  very 
  intuitive, being able to feel the state of those 
  around them as well as read a room quickly. 
  Children of this sign are graceful, charming, 
  innately cautious, prudent, and slow to decisions 
  when a life is not on the line. Pursuing a job as a 
  healer or a doctor is seen as a natural choice as 
  their natural gifts feed into it.
  Sekhmet
  Clever, Leader, Authority
  Sekhmet is the goddess of war and quarrels. She 
  sends misfortunes and epidemics, but she can also 
  save people from diseases. It is said she is the 
  patroness of doctors and magicians. The court she 
  holds is impartial, but she does not tend towards 
  pardons or forgiveness in her decisions. She is 
  often portrayed as a woman in a long tunic with a 
  lioness’s head.
  Those born under this sign are demanding, 
  accurate, and truth seekers. They seek out great 
  prestige—which they feel they always deserve. This 
  makes them suitable as lawyers, judges or 
  investigators, as well as any managerial positions. 
  A harsh temper can often impede them if not 
  watched, as their pride can get the best of them. 
  Full of charisma and passion, they can drive 
  themselves towards a goal while avoiding mistakes. 
  Most everyone will feel as if they are condescending 
  but those they consider close friends rarely feel 
  this, instead feeling trusted like a close adviser.
  Replacing Racial ASI’s
  As more and more people are moving away from 
  ability score increases as racial bonuses, it only 
  seems ﬁtting to include them as a part of 
  introducing zodiac signs to your campaign. For 
  those looking for a new way to gain starting ASI’s, 
  the following table shows how to do so using the 
  Egyptian Zodiac.  
  ZODIAC SIGN
  Nile
  Amon-Ra
  Mut
  Geb
  Osiris
  Isis
  Thoth
  Horus
  Anubis
  Seth
  Bastet
  Sekhmet
  ASIS
  Int +1, Wis +1, Cha +1
  Wis +2, Cha +1
  Con +2, Int +1
  Wis +2, Int +1
  Dex +2, Wis +1
  Cha +2, Str +1
  Int +2, Cha +1
  Dex +1, Wis +1, Cha +1
  Con +2, Int +1
  Str +1, Con +1, Cha +1
  Dex +1, Wis +1, Cha +1
  Str +2, Cha +1
  
  28
  Backgrounds
  Included in this section are a number of 
  backgrounds that you can use to represent your 
  characters astrological sign in game. These 
  backgrounds include equipment and features, but 
  no trait tables. The features included with these 
  backgrounds include unsual mechanical beneﬁts, 
  so as to better represent the abilities a character 
  gains because of their sign. 
  Nile: Protector
  You may have never received specialized training, 
  but you have been protecting those who were 
  unable to defend themself for as long as you can 
  remember—never hesitating to put yourself 
  between a bully and their victim even if it meant 
  getting your butt kicked. Given your history it was 
  natural that you fell into the guard, muscle for a 
  local tavern, or other similar role. People respect 
  you and trust you because they have seen you 
  stand between them and whatever evil there is that 
  day.
  Skill Proﬁciencies. Athletics, Intimidation
  Tool Proﬁciencies. On type of gaming set, 
  herbalism kit
  Equipment. a pair of brass knuckles, an emblem 
  or logo of a previous job, a roll of bandages, hand 
  rolled smokes and 10 GP.
  Feature: Bouncer’s Headlock
  When an attacker misses you with a melee attack 
  by 5 or more, you may use your reaction to attempt 
  to grapple them. On a successful grapple they are 
  in a headlock, on a failure their momentum moves 
  them past you to an adjacent 5-foot square.
  Amon-Ra: Prophet
  Signs are everywhere in the world, if you know how 
  to read them; the gods, nature, even the universe 
  itself sends us warnings. Little glimpses into the 
  future that everyone ignores—well, everyone but 
  you. You are obsessed with the idea of seeing the 
  future, of knowing and predicting it. So you have 
  thrown yourself into the study of it, picking up a 
  focus along the way. Something that helps you see 
  the signs or interpret the visions in order to 
  disperse them to the masses. Of course people 
  don’t always believe you when you explain how you 
  know things so you’ve had to get creative on how to 
  disperse the information.
  Skill Proﬁciencies. Arcana, Persuasion
  Languages. Any two additional languages.
  Equipment. 10 candles, a tinderbox, a focus for 
  their prophecies, 2 blocks of incense and 15 GP.
  Feature: Traveling Visions
  Right before waking up from a long rest you receive 
  a vision in 2 snapshots. The ﬁrst of the weather 
  forecast, the other a brief picture of a scene that 
  will play out that day. You can spend a spell slot to 
  cast commune to gain clariﬁcation on the visions if 
  it is a part of your spell list.
  Mut: Researcher
  Curiosity has always driven you. As a child you 
  wanted to know the why and the how behind 
  everything. How did gravity work? Why did the sun 
  always rise in the east and set in the west? How 
  could you get across the river without using the 
  bridge or a boast? It led to some interesting stories 
  and probably a few injuries but you never stopped 
  in your search for answers. In fact the older you 
  got the more focused it became until you decided 
  to put your curious nature to the test for some 
  coin.
  Skill Proﬁciencies. Investigation, Sleight of Hand
  Tool Proﬁciencies. Tinker’s tools, 
  experimentation supplies
  Equipment. a leather tool belt, goggles, worn work 
  gloves, a small notebook and 20 GP
  Feature: Hypothesis
  During downtime you can propose a theory to the 
  DM. Then you can spend 1d6 hours attempting to 
  ﬁnd the answer during which time you’ll gather 
  evidence from the experiments. At the end of you 
  and the DM will write down if the theory was true 
  or false, revealing the answer at the same time. If 
  they match you will learn something new about 
  the world, how to build something needed for later 
  on in the campaign, or a random in world fact.
  
  29
  Geb: Adviser
  Word of your calm perceptive mind has spread far 
  and wide. You are often sought after for counsel 
  and advice, even from those in power. It takes you 
  a while to speak as you absorb the information 
  presented to you but when speaking the room 
  quiets to hear what you have to say. You do not 
  move quickly through things but take your time in 
  order to make sure the proper decisions are made 
  the ﬁrst time. Those who speak to you feel heard 
  and validated even if your advice disagrees with 
  them.
  Skill Proﬁciencies. History, Insight
  Tool Proﬁciencies. Diplomat’s kit
  Languages. Any one language
  Equipment. a symbol of their position, a red sash, 
  several blank scrolls, ink and quill, and 15 GP.
  Feature: Informed Decision
  When forced to make a choice, taking 10 minutes 
  to gather information, ask questions, investigate, 
  etc. allows you to uncover the possible outcomes or 
  fallout of each choice. After taking this time, any 
  Charisma checks made to improve your situation 
  are made with advantage.
  Osiris: Truthsayer
  Lies have always made you itch. People hiding 
  behind have truths and deﬂection has always irked 
  you. You can’t seem to let it go when you think 
  someone is being dishonest no matter how much 
  trouble it seems to get you in. It's why people have 
  started to use you to seek out where corruption 
  lies. Perhaps it's even the reason you set to the 
  adventuring life in the ﬁrst place.
  Skill Proﬁciencies. Insight, Perception
  Tool Proﬁciencies. Investigator’s kit
  Languages. Any one language
  Equipment. a set of blank dice, charcoal sticks, 
  incense, a travel tea set and 10 GP.
  Feature: No Lies
  Once per day, you can take 1 minute to cast the 
  zone of truth spell as a ritual. Wisdom is your 
  spellcasting modiﬁer for this spell. 
  Isis: Teacher
  Knowledge is power, its a fact proven throughout 
  history. You believe that everyone deserves to have 
  that power. So you share freely of the knowledge 
  that you have in hopes that it will give someone 
  else back their power. Often you can be found 
  corralling the kids on the street for lessons or in 
  the library with your head buried into a book. Your 
  eﬀorts might not be appreciated to the degree they 
  should be but the look of wonder in a pupils eyes 
  is why you keep doing it anyways.
  Skill Proﬁciencies. History, Persuasion
  Tool Proﬁciencies. Artisan’s tools and 
  experimentation supplies
  Equipment. a portable desk, a stack of blank 
  paper, quill and ink, hand chalkboard, chalk, and 
  5 GP
  Feature: Star Pupil
  During downtime you can work with one person on 
  a skill, tool or language they are trying to become 
  proﬁcient in that you already know. Doing so cuts 
  the time they need to become proﬁcient in it in 
  half. Additionally when teaching yourself a new 
  one subtract 1d4 hours from the time needed to 
  complete the proﬁciency each day you practice it.
  Thoth: Oath Bound
  Your life has been vowed in the name of a greater 
  calling than yourself. It may be an oath of 
  protection, an oath of silence, or even an oath of 
  justice. You have made many like it through your 
  life both big and small. A promise made by you can 
  not be broken and any task set before you will be 
  completed. There is a drive in you that the knights 
  of old would be proud of.
  Skill Proﬁciencies. Insight, Religion
  Tool Proﬁciencies. A gaming set
  Languages. Any one language
  Equipment. a symbol of your ﬁrst oath, a locket, a 
  book of wild plants, a tinder box and 15 GP.
  Feature: Oath Strong
  Whenever you take an action that is in line with 
  your oath you have advantage on the roll. You may 
  have many oaths that you are bound by or may 
  make a new oath at any time as long as it doesn’t 
  conﬂict or break an existing one. Please work with 
  your DM when taking this background.
  
  30
  Horus: Animal Tamer
  Wild things fascinate you. When everyone else 
  runs from the sound of a roaring bear or the howl 
  of a wolf you can’t help but move towards it. Your 
  special bonds with beasts have led you to a world 
  full of traveling and shows. Those animals under 
  your care are treated like royalty and any wild 
  animals you come across you show respect 
  towards. But you can’t help but want to tame the 
  wild in anything you ﬁnd, perhaps just waiting for 
  the day when the wild will tame you instead.
  Skill Proﬁciencies. Animal Handling, 
  Performance
  Tool Proﬁciencies. Tamer’s kit, herbalism kit
  Equipment. animal treats, a wooden whistle, 
  ﬂashy show clothing, a whip and 10 GP.
  Feature: Show of Ferocity
  Using a performance check you can make any 
  tussle with an animal look more dangerous and 
  daring then it is. The animal doesn’t have to be one 
  tamed by you but a tamed animal will perform 
  tricks to further sell the show. At the end of the 
  epic battle if it is a tamed animal it fakes getting 
  captured by you, if it is not a tamed animal an 
  animal handling check will be needed to see if you 
  can safely capture it. Those watching will think 
  you especially brave and even toss coins your way.
  Anubis: Detective
  Crime is becoming a business for too many people 
  these days. With it comes bodies and mysteries. It 
  so happens those are your two favorite things so 
  this just happens to be a perfect job. When 
  traveling you oﬀer your services to the local guard 
  while in the area, often getting a letter requisition 
  help when something especially unusual has 
  happened in a place you have traveled through.
  Skill Proﬁciencies. Investigation, Insight
  Tool Proﬁciencies. Investigator’s kit, 
  experimentation supplies
  Equipment. a badge, business cards, a hidden 
  pocket, a cigar and 20 GP.
  Feature: Conflicting Stories
  During the downtime of an investigation you may 
  make a Wisdom (Insight) against a hidden DC of 
  the DMs choosing in order to see if any of the 
  evidence gathered conﬂicts with each other or 
  disproves someone’s story. If you succeed the DM 
  will point out what those conﬂicts or disproven 
  stories are.
  Seth: Conqueror
  Maybe you were a second born of a noble family. 
  Maybe your family has lost everything and you see 
  your chance to change it. No matter the reasoning 
  you always hunger for more. You want to take what 
  others have that you believe you deserve. Why 
  leave land to be unruled when you could lead the 
  people to greatness? Why give the power to the 
  people when instead you could wield that power 
  yourself?
  Skill Proﬁciencies. Deception, Intimidation
  Tool Proﬁciencies. Poisoner’s kit, vehicles (water)
  Equipment. a ﬂag, a royal seal, wax, terms of 
  surrender and 30 GP.
  Feature: Bend the Knee
  If you succeed on a Charisma (Intimidation) check 
  by 5 or more the target not only bends to your will 
  but now serves your interests. A success of 10 or 
  more will have them swearing fealty to you.
  
  31
  Bastet: Doctor
  Health is not just a magical thing. To you it is a 
  very real thing based in nature with clear lines 
  between cause and eﬀect. You take the treatment 
  and health of others very seriously, often 
  educating as well as treating your patient. In a 
  small town you were the only one for miles around 
  able to help so you learned quickly. Now you hope 
  that your knowledge will help those you travel 
  with.
  Skill Proﬁciencies. Medicine, Nature
  Tool Proﬁciencies. herbalism kit and healer’s kit
  Equipment. a cloth mask, leather gloves, surgical 
  tools, several vials and 20 GP
  Feature: Recommended Treatment
  During downtime you can blend herbs, brew a 
  concoction or mix a poultice that when applied to a 
  target will do one of the following:
  •Remove a single disease.
  •Remove one of the following conditions - 
  blinded, deafened, paralyzed, poisoned, or 
  stunned.
  •Remove one point of exhaustion.
  It takes 3 hours to make enough for 5 doses, 
  an unused dose will keep for 24 hours before 
  losing its potency. If sold a dose would go for 2 GP.
  Sekhmet: Judge
  The court system is something you are familiar 
  with as you have served the system as a judge. 
  Your knowledge or criminals and their network 
  stem from handing down verdicts. The local 
  government recognizes the hard work they put 
  their judges through and how dangerous it can be. 
  So they have devised a system of rotation so that 
  no one can become too big of a target. You’ve 
  recently come out of rotation of the court and have 
  decided to explore the wider world.
  Skill Proﬁciencies. History, Insight
  Languages. Any two languages.
  Equipment. a black robe, a powdered wig, a gavel, 
  a trinket and 10 GP.
  Feature: Sentencing
  During downtime you can hold court to hear 
  arguments in open court. You may ask as many 
  follow up questions as you would like with either 
  side before passing judgement. The verdict can be 
  sent oﬀ to the local guard or government, where 
  the DM can decide if they recognize your authority 
  or not.
  
  32
  Western
  Astrology
  T
  he Western zodiac is a branch of 
  astrology that is designed to take into 
  account the place of birth as well as 
  the exact time, day, and month of birth. 
  On Earth, the zodiac signs are based 
  on the positions of certain heavenly bodies and 
  their relation to the planet. 
  In this section we will focus on a character's 
  sun sign, which is the sign determined by the day 
  and month of their birth and is said to represent 
  outward personality. Sun signs are determined by 
  the day and month of one's birth. A person's moon 
  sign is said to represent their emotions, but they 
  change every 2 1/2 days and thus are much more 
  diﬃcult to track—especially when using a fantasy 
  calandar. Also important are rising signs, which 
  are said to determine how others view you; these 
  are even more diﬃcult to track than moon signs, 
  as they depend on the hour of one's birth. 
  Adapting to Other Calendars
  As there are twelve signs of the western zodiac, you 
  can easily adapt the signs provided to work with 
  any twelve month calendar such as those of 
  Faerun and Eberron. For calendars with fewer (or 
  more) than 12 months, you can adjust the length 
  of time that each sign is most prominent to better 
  suit your calendar needs. Alternatively, you can 
  simply drop your least favorite signs or repeat 
  signs as seen in the Welsh and Egyptian zodiacs. 
  MONTH
  January
  February
  March
  April
  May
  June
  July
  August
  September
  October
  November
  December
  ZODIAC SIGN
  Aries
  Taurus
  Gemini
  Cancer
  Leo
  Virgo
  Libra
  Scorpio
  Sagitarius
  Capricorn
  Aquarius
  Pisces
  DAMAGE TYPE
  Fire
  Bludgeoning
  Psychic
  Force
  Fire
  Psychic
  Thunder
  Fire
  Cold
  Force
  Acid
  Necrotic
  DRAGONMARK
  Passage
  Hospitality
  Handling
  Warding
  Storms
  Scribing
  Finding
  Shadow
  Sentinel
  Detection
  Healing
  Making
  The Twelve Signs
  The 12 signs of the western zodiac are divided into 
  four elements: ﬁre, earth, air and water. Fire and 
  air signs are considered masculine, while water 
  and earth signs are considered feminine. Fire 
  signs include Aries, Leo, and Sagittarius; earth 
  signs include Capricorn, Taurus, and virgo; air 
  signs include Libra, Aquarius, and Gemini; and 
  water signs include Scorpio, Pisces, and Cancer.
  The twelve signs are also divided further into 
  three diﬀerent categories; cardinal, mutable, and 
  ﬁxed. The cardinal signs of Aries, Cancer, Libra, 
  and Capricorn are known to be leaders, though 
  how they lead is determined by the individual sign. 
  The mutable signs of Sagittarius, Pisces, Gemini, 
  and Virgo are known to be adaptable, and are often 
  the bringers of change or connections. The ﬁxed 
  signs of Taurus, Leo, Scorpio, and Aquarius are 
  maintainers—often thought of as stubborn, the 
  ﬁxed signs hold strong ideas opinions and are 
  valued for their loyalty. 
  
  33
  Aries
  Bold and ambitious
  Those born under the sign of Aries often ﬁnd 
  themselves ﬁlled with ambition and drive. 
  Oftentimes Aries are natural leaders, using their 
  drive and ambition to draw others to themselves. 
  Magic-users who are born under this sign ﬁnd 
  themselves drawn to ﬂame and ﬁre spells, and are 
  often the ﬁrst kind of spells that they learn or 
  manifest. Aries learn by doing; they barrel blindly 
  through life like the Ram, and learn from their 
  many many mistakes. 
  Taurus
  Sensual and logical
  Those born under the sign of Taurus ﬁnd 
  themselves greatly inﬂuenced by their 
  environment. Taurans love comfort and pleasure, 
  and will try to surround themselves with as many 
  luxury items and amenities as possible. With that 
  being said, Taureans know that these valuables 
  cost money, and as such are prepared to place 
  their nose to the grindstone in order to put in hard 
  days of work. As beﬁts a sign that is governed by a 
  bull, Taureans are also concerned with security 
  and are constantly on the lookout for danger. They 
  often ﬁnd themselves lended to mercenary or 
  security work and very rarely do they turn to more 
  unscrupulous ends. 
  Gemini
  Playful and curious
  Those born under the sign of Gemini ﬁnd 
  themselves torn into two halves of themselves, 
  constantly striving in separate directions. 
  Incredibly social, Geminis boast many friend 
  groups and can easily blend in with new ones. 
  Often called social chameleons, Gemini's greatest 
  strength is to ﬁnd friends no matter where they go. 
  Spellcasters who are born under the sign of 
  Gemini are oftentimes great innovators, creating 
  new and exciting spells. 
  Cancer
  Sensitive and practical
  Those born under the sign of Cancer ﬁnd 
  themselves desiring human connection in 
  whatever form. Cancers are very sensitive to the 
  environment around them, but at the same time 
  very protective of their inner thoughts. When a 
  Cancer makes friends, they open up that protective 
  crustacean shell, but at the risk of becoming overly 
  controlling and protective of that friend. Cancers 
  excel at protection oriented jobs like a city guard or 
  warden. Many Cancer adventurers are ﬁercely 
  protective of their adventuring party, while also 
  longing for the hearth of home. 
  Leo
  Proud and faithful
  Those born under the sign of Leo ﬁnd themselves 
  lavishing in praise and compliments, resting on 
  their laurels much like the titular big cat from 
  which the sign draws its name. Leos are lovers of 
  the spotlight, and try to spend as much time as 
  possible in it. They are a dynamic and creative 
  sign, but with these boons comes a prideful side. 
  Their usually powerful aura can become disrupted 
  if they feel as if someone would take that from 
  them. Regardless, the most deﬁning trait of a Leo 
  is their great capacity for bravery in tough 
  situations. 
  Virgo
  Logical and clever
  Those born under the sign of Virgo ﬁnd themselves 
  drawn to academic work. Constantly referred to as 
  “Know It Alls”, Virgos wear that name as a badge of 
  honor. Those born under the sign of Virgo are 
  perfectionists, meticulously arranging data into 
  clear cut concepts and lists in order to process and 
  under them. One peculiar trait that Virgos possess 
  is a desire to help those around them. This can be 
  both a blessing and a curse to those who ﬁnd 
  themselves in close proximity to a Virgo. While 
  they are right most of the time when it comes to 
  important matters, an unchecked Virgo may 
  become domineering to those they are trying to 
  help. 
  
  34
  Libra
  Adventurous and Indecisive
  Those born under the sign of Libra are born with a 
  call to adventure deep within their hearts. They 
  strive for balance and equilibrium within their 
  lives. Much like Taureans, Libras like to surround 
  themselves with bodacious and beautiful 
  environments, and have a keen eye for design. 
  Relationships, no matter what form they take, are 
  incredibly important to Libras and they will do 
  anything in their power to maintain and 
  strengthen those relationships. This incredible 
  thirst for adventure and eye for detail comes with a 
  downside though. In striving for balance, Libras 
  are incredibly indecisive, torn between two polar 
  opposite decisions. 
  Scorpio
  Powerful and Wise
  Those who are born under the sign of Scorpio ﬁnd 
  themselves incredibly predisposed to waiting and 
  striking when the time is right. A mysterious sign, 
  Scorpios play their cards close to their chest, and 
  are seen as incredibly vague and somewhat 
  untrustworthy people. Scorpios are attuned to the 
  concepts of destruction and transformation, two 
  concepts which often go hand in hand. This means 
  that Scorpios are constantly looking to change the 
  world around them. Left unchecked, this means 
  that Scorpios can be control freaks, relentlessly 
  desiring control and dominion. 
  Sagittarius
  Achieving and open-Minded
  Those who are born under the sign of Sagittarius 
  ﬁnd themselves drawn to knowledge and the 
  pursuit of it. Unlike Virgo, which is another erudite 
  sign, Sagittarians are drawn to knowledge for the 
  sake of knowledge, for the story of knowledge, 
  rather than the practical application of it. 
  Sagittarians travel across Faerun in search of 
  knowledge and experiences. This in combination 
  with their amazing sense of humor allows them to 
  magnetically draw people from all walks of life to 
  themselves. However Sagittarius, more so than any 
  other erudite sign, must take care to keep their 
  comments and opinions in check, lest they be seen 
  as arrogant or haughty. 
  Capricorn
  Loyal and stubborn
  Those born under the sign of Capricorn ﬁnd 
  themselves drawn to ambition and the pursuit of 
  power. Unlike Aries, which is another ambition 
  focused sign, Capricorns are able to methodically 
  plan out their plans and follow through. They are 
  utterly focused on their goal, which can make 
  them come oﬀ as cold or detached to other people 
  sometimes. Capricorns are predisposed to being 
  stoics, showing little emotion to the people around 
  them. Despite this apparent coldness however, 
  they are ﬁercely loyal to their friends and family 
  and are known to engage in many childlike 
  pursuits with them such as pranks and 
  troublemaking. 
  Aquarius
  Innovative and distant
  Those who are born under the sign of Aquarius 
  ﬁnd themselves drawn to humanitarian eﬀorts and 
  organizations. Radical social progressives, 
  Aquarians are often the ones to speak out the 
  loudest against the monarchies of faerun, 
  advocating power to the people. Because of this 
  rigid adherence to their convictions, Aquarians are 
  one of the most stubborn signs. Magic users born 
  under the sign of Aquarius ﬁnd themselves drawn 
  to earth and abjuration magic. 
  Pisces
  Free and sensitive
  Those born under the sign of Pisces ﬁnd 
  themselves constantly torn between what’s real 
  and what’s made believe. Pisceans are oftentimes 
  the people who are most predisposed to psionic 
  abilities, due to their attunement with their own 
  and others emotions. Pisceans are the best at 
  creative projects and endeavours, such as music 
  and motivational speaking. This, combined with 
  their innate connection to people, make them excel 
  at person to person contact. This connection to the 
  collective unconsciousness can come at a cost 
  however, Pisceans have to constantly keep 
  themselves grounded or risk losing themselves to 
  their emotions. 
  
  35
  Replacing Racial ASI’s
  As more and more people are moving away from 
  ability score increases as racial bonuses, it only 
  seems ﬁtting to include them as a part of 
  introducing zodiac signs to your campaign. For 
  those looking for a new way to gain starting ASI’s, 
  the following table shows how to do so using the 
  western zodiac.  
  Signs as Feats
  When using the western zodiac, players can also 
  choose to use some of the feats provided as options 
  for both the Faerun and Eberron zodiac—with 
  some minor modiﬁcations. 
  When using the Astrological Resistance feat, 
  instead of choosing a second sign consider ﬁguring 
  out what your characters rising or moon sign 
  would be and using that instead.  
  When using the Starmarked and Greater 
  Starmark feats, refer to the table below to 
  determine which abilities or spells you would gain 
  from these feats. Since they correspond with the 
  dragonmarks assigned to the signs, the only 
  diﬀerences are the names of the signs. 
  Additonally, this section includes a  new feat 
  designed speciﬁcally for the western zodiac.
  Elemental Influence
  The signs of the western zodiac are divided into air, 
  earth, ﬁre, and water signs. The classiﬁcation of 
  your sign determines which one of the following 
  abilities you gain through this feat. 
  Air. Once per long rest, you can grant a 
  number of allies (including yourself) equal to your 
  Charisma modiﬁer a ﬂying speed of 15 feet for 1 
  hour. A character with this ﬂight must end their 
  movement on solid ground, or else they fall back to 
  the ground at the end of their turn.  
  Earth. Your choice of Strength of Constitution 
  increases by 1, and you gain the ability to push 
  past your limits to get the job done. Whenever you 
  would take your ﬁrst level of exhaustion you can 
  ignore the eﬀects, and treat any other levels of 
  exhaustion as if they were one lesser. You still die 
  upon reaching 6 levels of exhaustion.
  Fire. Your wisdom score increases by 1, and 
  you have advantage on saving throws to avoid 
  being charmed or frightened. Once per long rest, 
  you can use your bonus action to also grant one 
  ally within 30 feet advantage on their saving throw 
  against being charmed or frightened. 
  Water. As a bonus action, you can reach out 
  telepathically to soothe a friendly creature within 
  30 feet, ridding them of one of the following 
  conditions: charmed, frightened, paralyzed, or 
  stunned. You can use this ability a number of 
  times equal to your Wisdom modiﬁer (minimum of 
  1), and regain spent uses upon ﬁnishing a long 
  rest. 
  ZODIAC SIGN
  Aries
  Taurus
  Gemini
  Cancer
  Leo
  Virgo
  Libra
  Scorpio
  Sagittarius
  Capricorn
  Aquarius
  Pisces
  ASIS
  Str +2, Cha +1
  Con +2, Wis +1
  Cha +2, Dex +1
  Con +1, Int +1, Str +1
  Str +2, Dex +1
  Int +2, Wis +1
  Wis +2, Con +1
  Int +2, Dex +1
  Cha +2, Str +1
  Cha +1, Dex +1, Wis +1
  Int +2, Cha +1
  Wis +2, Int +1
  Western
  Aries
  Taurus
  Gemini
  Cancer
  Leo
  Virgo
  Eberron
  Sorcerer
  Orc
  Couatl
  Modron
  Mimic
  Bard
  Western
  Libra
  Scorpio
  Sagittarius
  Capricorn
  Aquarius
  Pisces
  Eberron
  Mind Flayer
  Kobold
  Scribe
  Manticore
  Celestial
  Dragon
  
  36
  Advanced
  Astrology
  S
  ome zodiacs, like that of the western 
  branch of astrology, are more complex 
  than a single sign. In western 
  astrology, the locations of each planet 
  on the date and time of your birth 
  come together to form what is called a birth chart. 
  Each planet and the house they are found in on 
  one's birth chart is said to aﬀect a key part of 
  one's life, from money to relationships. 
  If you wish to develop a full birth chart for your 
  character, this section will detail how to do so—or 
  at least how to mimic the birth charts found in 
  western astrology. This section is best suited for 
  use with the Faerun, Eberron, or Western zodiacs.
  Determining Rising Sign
  Your rising sign represents your social 
  personality, physical body, and outward style—this 
  is how people perceive you. This sign changes 
  every two hours, and as such is dependant on your 
  time of birth. Assuming your world has 24 hour 
  days, and uses a zodiac with 12 signs, this is fairly 
  easy to calculate as the signs will simply go in 
  order. For worlds with more zodiac signs, or less, 
  simply adjust how quickly the rising sign changes 
  and repeat the signs as many—or as few—times as 
  necessary.  
  Determining Moon Sign
  The moon changes signs every 2 to 2 1/2 days, 
  meaning it can even change sign mid-day. For this 
  section, we will stick to having it change every 2 
  days exactly. Your moon sign represents your 
  emotional personality—your inner world. It is one 
  of the most important parts of your chart, 
  alongside your sun and rising signs. 
  For zodiacs like Eberron, where your main sign 
  is refered to as a "moon sign", feel free to rename 
  this sign to anything you'd like! For example, 
  Eberron may have Siberys and Khyber signs rather 
  than rising or moon signs. 
  The table below uses the Harptos calendar as an 
  example, but can easily be converted to any style of 
  calendar. The zodiac will always repeat itself in 
  order, with the moon sign changing every 2 days. 
  Time (24 HR)
  00:00 - 02:00
  02:00 - 04:00
  04:00 - 06:00
  06:00 - 08:00
  08:00 - 10:00
  10:00 - 12:00
  12:00 - 14:00
  14:00 - 16:00
  16:00 - 18:00
  18:00 - 20:00
  20:00 - 22:00
  22:00 - 24:00
  Western
  Aries
  Taurus
  Gemini
  Cancer
  Leo
  Virgo
  Libra
  Scorpio
  Sagittarius
  Capricorn
  Aquarius
  Pisces
  Faerun
  Aboleth
  Blink Dog
  Cleric
  Pirate
  Ooze
  Owlbear
  Unicorn
  Fiend
  Goblin
  Treant
  Tarrasque
  Beholder
  Eberron
  Sorcerer
  Orc
  Couatl
  Modron
  Mimic
  Bard
  Mind Flayer
  Kobold
  Scribe
  Manticore
  Celestial
  Dragon
  Day of Month
  1st & 2nd
  3rd & 4th
  5th & 6th
  7th & 8th
  9th & 10th 
  11th & 12th
  13th & 14th
  15th & 16th 
  17th & 18th
  19th & 20th
  21st & 22nd
  23rd & 24th
  25th & 26th
  27th & 28th
  29th & 30th 
  Western
  Aries
  Taurus
  Gemini
  Cancer
  Leo
  Virgo
  Libra
  Scorpio
  Sagittarius
  Capricorn
  Aquarius
  Pisces
  Aries
  Taurus
  Gemini
  Faerun
  Aboleth
  Blink Dog
  Cleric
  Pirate
  Ooze
  Owlbear
  Unicorn
  Fiend
  Goblin
  Treant
  Tarrasque
  Beholder
  Aboleth
  Blink Dog
  Cleric
  Eberron
  Sorcerer
  Orc
  Couatl
  Modron
  Mimic
  Bard
  Mind Flayer
  Kobold
  Scribe
  Manticore
  Celestial
  Dragon
  Sorcerer
  Orc
  Couatl
  
  37
  Other Planetary Signs
  When reading a normal western birth chart, each 
  planet is also assigned a sign. Unlike moon, sun, 
  and rising signs, a planet can stay in one house
  —or sign—for years at a time. This makes 
  planetary signs the easiest to adapt to a fantasy 
  calendar, since your world likely doesn't have the 
  same planets as our earth; meaning you can 
  assign your own timing and meanings to whatever 
  celestial bodies the astrology of your world revolves 
  around. The only constant is that planets will 
  always rotate through the signs in order. 
  The planets as we know them, how long they 
  stay in a given sign, and what they represent are 
  listed below for your reference;
  Mercury determines how you communicate 
  and process information, and is also known as the 
  "mind's planet". It spends 14 to 30 days in each 
  sign.
  Venus determines how, and what, you love. It 
  stays in each sign for 1 to 2 months at a time. 
  Mars is known for aggression. It determines 
  how you assert yourself and take action, 
  particularly in your ambitiousness or when you're 
  angry. It stays in each sign for about a 1 1/2 
  months. 
  Jupiter rules your idealisim, optimisim, and 
  expansion. It stays in each sign for 1 year. 
  Saturn rules your responsibility, boundaries, 
  and self discipline. It stays in each sign for 2 1/2 
  years. 
  Uranus rules over innovation and rebellion. As 
  it stays in each sign for 7 years, it says more about 
  your generation than yourself. 
  Neptune rules dreams and imagination. Like 
  Uranus, it stays in each sign for 14 years and is 
  typically representative of a generation. 
  Pluto rules over power—the obsession with, 
  and control of. It stays in each sign for 14 to 30 
  years, and represents a generation much like 
  Uranus and Neptune. 
  The 12 Houses
  In astrology, the 12 houses each represent a key 
  part of life. Planets are constantly moving from 
  house to house, and their locations during your 
  birth can provide valuable insights into your future 
  and yourself. While a sign tells you "how" a planet 
  expresses themselves, the house a planet is in tells 
  you "where". Your rising sign is your anchor when 
  dealing with the houses, as it represents the sign 
  emerging from the horizon at the time of your birth 
  and your chart's ruling planet. 
  As which house a planet is in is determined by 
  its location in the sky, this is almost imposible to 
  translate easily to a fantasy setting—few people 
  keep track of the planets in their games, much less 
  their exact locations. Because of this, this section 
  includes descriptions for each of the 12 houses but 
  not how to use them. You may choose to assign 
  planets to houses randomly, or develop a rotation 
  similiar to those used to determine planetary 
  signs. The 12 houses are as follows;
  1. First impressions, sense of self. Determines 
  your rising (or ascendant) sign.
  2. Finances, material environment, self-esteem.
  3. Communication and community aﬀairs. 
  4. Foundation—home, security, family. 
  5. Self-expression, creativity, romance. 
  6. Service to others, routines, healthy living. 
  7. Relationships, both business and personal.
  8. Birth, death, transformation.
  9. Expansion, travel, risk, and adventure. 
  10. Public image, tradition, boundaries—said 
  to represent your career path. 
  11. Teamwork, friendship, social justice, 
  originality. 
  12. Endings, tying up lose ends, the arts, the 
  subconscious. 
  
  38
  Astrological
  Subclasses
  Artificer: Inventor
  Suggested Signs: Osiris, Virgo, Hazel, Kobold.
  While all artiﬁcers are creators, those that follow 
  the path of the Inventor truly stand out among the 
  rest. Their knack for organization and their keen 
  eyes make them quick workers, though their 
  indecisiveness means they are likely to be working 
  on multiple projects at any given time. Artiﬁcers 
  that follow this path are almost always driven by a 
  great curiosity, leading them to create any number 
  of new and unique items. 
  Inventor Spells
  Starting at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this 
  class, as shown in the Inventor Spells table. These 
  spells count as artiﬁcer spells for you, but they 
  don’t count against the number of artiﬁcer spells 
  you prepare.
  McOsiris
  Beginning at 3rd level, you are never left 
  unprepared. Any common item your group may 
  need you can easily build from the things you have 
  on hand. To determine how long it would take to 
  build the replacement, divide the gold cost by 2 for 
  the number of minutes (minimum of 1).
  The rarity of the item that can be replaced in 
  this way rises to uncommon at 8th level, and rare 
  at 12th level.
  Finer Craft
  By 5th level, you are a master craftsman. Pick two 
  additional artisan tools to gain proﬁciency with, 
  and double your proﬁciency bonus for all checks 
  made to use artisan tools you are proﬁcient in 
  (including the tinker’s tools). 
  Additionally, whenever you craft an object in 
  your downtime or create a replacement using your 
  McOsiris feature, the ﬁnal product is considered 
  one rarity level higher then normal for trading or 
  selling purposes because it's so well made.
  Plan B
  Starting at 9th level, you have learned that the 
  ﬁrst plan doesn’t always work out and how best to 
  get out of a tight spot. As an action, you can move 
  a number of allies equal to your Wisdom modiﬁer 
  (minimum of 1) up to an equal amount of positions 
  in the initiative order. Once you have done so, you 
  can’t do so again until you have ﬁnished a long 
  rest. 
  Additionally, twice per long rest, you can use 
  your bonus action to power up a weapon that you 
  can see within 60 feet of yourself, causing it to deal 
  an additional 1d8 force damage on its next 
  successful hit. 
  Living Creations
  By 15th level, you have a deep connection to the 
  things you make that tends to bring them to life. 
  After ﬁnishing a long rest, you may select any 
  creation that is small or tiny sized to spend 10 
  minutes with and simulate the eﬀects of the 
  animate object spell. If this is cast on the same 
  object for a week unbroken the eﬀects will be 
  permanent.
  This increases to a medium sized or smaller 
  object at 18th level and a large sized or smaller 
  object at 20th level.
  Artificer Level
  3rd
  5th
  9th
  13th
  17th
  Spells
  catapult, identify
  arcane lock, heat metal
  counterspell, galder’s tower
  fabricate, secret chest
  awaken, creation
  
  39
  Bardic College of Romance
  Suggested Signs: Iris, Taurus, Hawthorn, Cleric.
  A bard from the College of Romance is a smooth 
  operator who knows how to invoke feelings. They 
  are about passion and pleasure for all, often seeing 
  no reason why everyone can’t just enjoy themself. 
  Not the type to settle down for long, they are 
  always chasing after a new love—in love with the 
  idea of love, rather than any particular person, as 
  that passion fuels their art. You’ll often ﬁnd them 
  as poets, song writers, or acting in plays laced with 
  romance. They are the stars of the shows and the 
  players of hearts.
  Perhaps You Heard Wrong
  When you join the College of Romance at 3rd level, 
  you learn to always say the right thing. As an 
  action, you can skillfully reshape the memories of 
  listeners in your immediate area, so that each 
  creature of your choice within 5 feet of you forgets 
  a verbal ﬂub you made within the last 6 seconds. 
  Those listeners then remember that you actually 
  said the next words out of your mouth. 
  Once used to correct a verbal miss step, it can 
  not be used on the same group of people for 24 
  hours. This feature can be used a number of times 
  equal to your Charisma modiﬁer (minimum 1), 
  after which you can not use it again until you 
  ﬁnish a long rest.
  Love’s Protection
  Starting at 3rd level, you are immune to being 
  charmed, frightened, hypnotized, or petriﬁed.
  Sweet Nothings
  At 6th level, you learn to infuse your words with 
  sugary sweetness to charm those around you.
  If you speak to a humanoid alone for at least 1 
  minute, you can attempt to persuade them to aid 
  you. At the end of the conversation, the target 
  must succeed on a Wisdom saving throw against 
  your spell save DC or be charmed by you or a 
  creature of your choice. The target is charmed in 
  this way for 1 hour, until it is attacked or 
  damaged, or until it witnesses its allies being 
  attacked or damaged. If the target succeeds on its 
  saving throw, the target has no hint that you tried 
  to charm it.
  Once you use this feature, you can not use it 
  again until you ﬁnish a short or long rest.
  Love Expert
  Starting at 6th level, you double your proﬁciency 
  bonus for any Charisma based checks. 
  Additionally, any Charisma check or save that 
  would total 9 or below is instead treated as a 10.
  Love Never Dies
  At 14th level, you can expend one use of your 
  Bardic Inspiration dice as a bonus action to heal a 
  fallen party member that you can see that has 
  fallen unconscious for its maximum amount of hit 
  points. 
  Additionally, any Bardic Inspiration dice you 
  give out can now also be used to heal as a bonus 
  action by the player holding it instead of being 
  applied to a roll.
  
  40
  Druid Circle of the Flood
  Suggested Signs: Nile, water signs, Willow, Sorcerer.
  In nature, the ﬂoods bring destruction but also a 
  new life for the next planting season. Like this 
  cycle of destruction and growth, a Druid of the 
  Circle of Flood embraces the healing and 
  destructive powers of the water. They often live 
  close to running water sources in order to protect 
  them from being spoiled, and become protectors of 
  the wild around it as a side eﬀect. A healthy 
  respect of the power that water holds permeates 
  every aspect of their lives, integrating the water 
  source into their everyday life.
  Circle Spells
  When you choose this Circle, you gain such a close 
  bond to the river and the seasons it moves through 
  that you gain access to certain spells. At 2nd level, 
  you learn the shape water cantrip. You gain 
  additional spells at later levels, as shown on the 
  Circle of the Flood Spells table.
  Once you gain access to one of these spells, 
  you always have it prepared and it doesn’t count 
  against the number of spells you can prepare each 
  day. If you gain access to a spell that doesn’t 
  appear on the druid spell list, the spell is 
  nonetheless a druid spell for you.
  Elemental Avatar
  At 2nd level, your tie with nature allows you to 
  take the shape of elementals when using your Wild 
  Shape feature rather than using a beast form. 
  When choosing your shape you can pick from an 
  elemental with a challenge rating as high as 1 (you 
  ignore the Max CR column of the Beast Shapes 
  table, but must abide by the other limitations 
  there). Normal rules apply when taking on a beast 
  shape instead.
  Starting at 6th level, you can transform into an 
  elemental with a challenge rating as high as your 
  druid level divided by 3, rounded down.
  One with the Waves
  At 6th level, you can breath underwater at will. 
  You can also move through water freely and no 
  longer take disadvantage on attack rolls. Water 
  also appears crystal clear to you, giving you an 
  additional 15 feet of sight and advantage on 
  perception checks as if the water is helping to 
  warn you. 
  In addition, you have advantage on any saving 
  throws against attacks magical or otherwise that 
  involve water such as wall of water.
  Healing Waters
  Starting at 10th level, once per day when near 
  running water you can gain 2d10 temporary hit 
  points by partially immersing yourself. These hit 
  points do not stack. Additionally, you may select a 
  number of targets equal to your Wisdom modiﬁer 
  (minimum 1) to wade into the water with you to 
  restore 4d8 hit points instead of gaining the 
  temporary hit points. Once you’ve used this 
  feature, it can't be used again until you’ve ﬁnished 
  a long rest.
  Rising Floods
  At 14th level, as a bonus action you can cause a 
  cyclone of water to spin out from you and grow to a 
  30 ft sphere. Any target within the area of the 
  cyclone must make a Strength saving throw 
  against your spell DC. On a failure, they take 2d10 
  force damage and are slammed back to the edge of 
  the cyclone. On a success, they take no damage 
  and are moved back half the distance. This can be 
  done a number of times equal to your Wisdom 
  modiﬁer (minimum 1), after which you can not use 
  this feature again until you’ve ﬁnished a long rest.
  At 17th level, you can use an action to cast the 
  cyclone of water and choose a number of targets 
  up to your Wisdom modiﬁer to remain within the 
  cyclone unscathed. 
  Druid Level
  3rd
  5th
  7th
  9th
  Spells
  misty step, spike growth
  wall of water, water walk
  control water, watery sphere
  conjure elemental, wrath of 
  nature
  
  41
  Fighter: Mayhem Harbinger
  Suggested Signs: Seth, ﬁre signs, Mind Flayer, Beholder.
  War is chaos; if you want to win a ﬁght, then you 
  have to be willing to ﬁght dirty. There is no honor 
  for a dead man no matter what the tales of old try 
  to ﬁll your head with. You’ve learned this the hard 
  way, whether through ﬁrst hand experience or 
  losing someone close to the way of war. It has 
  instilled in you a knowledge that the best way to 
  walk away from a battle victorious is to blow 
  through the other side, and there is no better way 
  to do that then to throw their side into chaos. 
  Break their lines, throw them for a loop, and get 
  them running for their lives to sweep in and mop 
  up the mess of scared men.
  Battle Madness
  Beginning when you choose this archetype at 3rd 
  level, when you land a critical strike you also roll 
  on the Wild Magic Surge chart. On a 99 - 100 you 
  gain an additional attack. The critical strike still 
  does the weapon’s critical damage in addition to 
  the wild magic eﬀect.
  Chaotic Charge
  Also at 3rd level, when charging into battle you 
  create maximum chaos in order to beneﬁt from the 
  confusion. Once during each combat as a bonus 
  action, you can cast randomly from the chaos 
  eﬀect table on a point you can see within 60 ft of 
  you. The distraction this causes gives you +1 to all 
  attack rolls and damage for the duration of the 
  eﬀect. 
  Additionally when you successfully hit on an 
  attack roll while the distraction is active, you deal 
  damage equal to your proﬁciency bonus to any 
  other targets within reach. You can use this 
  feature once, and regain spent uses upon ﬁnishing 
  a short or long rest. 
  Destructive Force
  At 7th level, your blows gain an inhuman power. 
  On a successful attack you can choose to use your 
  bonus action to damage the creature's armor 
  instead. If they are not wearing armor, you can 
  instead give a -1 AC cumulative debuﬀ to them. 
  This debuﬀ remains for the next 24 hours. If they
  are wearing armor it takes a -1 permanent and 
  cumulative penalty, and if it reaches -5 it is 
  considered destroyed. This feature can only be 
  used once per round.
  Additionally, this can be used to target a 
  weapon at a -2 penalty for the attack roll.
  Child of War
  Starting at 7th level, you can now use your bonus 
  action to perform a single attack without any 
  penalty to modiﬁers.
  Tides of Battle
  At 10th level, when it seems like the ﬁght is not 
  going your way you are able to shift the battle to 
  your favor. As a reaction when any enemy you see 
  within 60 ft of you lands a successful hit,  you can 
  force them to make a Wisdom saving throw against 
  a DC of 8 + your proﬁciency bonus + your Strength 
  or your Dexterity modiﬁer. On a failure, the target 
  instead lands that attack on their nearest ally. On 
  a success, the attack continues as normal.
  d6
  1
  2
  3
  4
  5
  6
  Chaos Effect
  1 cave bear appears and attacks any 
  hostiles, when it reaches 0 hit points or 
  there are no remaining hostiles it 
  disappears.
  A 5 ft square explodes, raining down rock 
  and lava in a 10 ft sphere, dealing 2d6 ﬁre 
  damage to anyone in range. The space is 
  now a lava pit that continues to bubble 
  dealing 1d4 ﬁre damage to anyone next to it 
  for the next 10 minutes.
  You trigger the sword burst spell on the 
  chosen space.
  2 crag cats appear and begin attacking any 
  hostiles, when it reaches 0 hit points or 
  there are no remaining hostiles it 
  disappears.
  The ground drops away in a 10 ft square 
  revealing an acid pit that remains for 10 
  minutes.
  A fog cloud appears but does not hamper 
  your own vision.
  
  42
  Tactical Retreat
  Starting at 15th level, if the battle doesn’t not look 
  like a win you can gather your forces to retreat to 
  recover and try again. As an action you can give a 
  war bellow, and any ally able to hear it will not 
  take attacks of opportunity while retreating till the 
  end of their turn. Additionally any attacks done as 
  part of retreating deal an additional 2d8 damage 
  and force the target to make a Dexterity saving 
  throw or fall prone.
  Once successfully out of combat, those who 
  defeated you are marked as your sworn enemy. 
  This gives you advantage when tracking them, as 
  well as granting a +2 bonus to your attacks against 
  them. You can only have one sworn enemy at a 
  time, but this can include a group as long as it's 
  speciﬁc. An example would be the Red Rose 
  Bandits that ambushed us, or the Ankeheg whose 
  eye I took.
  Storming
  At 18th level, even the environment around you 
  turns to chaos while ﬁghting. As a bonus action 
  you gain the ability to cast from the following spells 
  without expending a spell slot once per combat:
  call lightning, ice storm, sleet storm, storm sphere
  Your spell attack modiﬁer for these spells = 
  your proﬁciency bonus + either your Strength or 
  Dexterity modiﬁer.
  Rogue: The Scorpio
  Suggested Signs: Scorpio.
  The Scorpio is a roguish archetype that draws 
  more energy from their sign than usual, allowing 
  them to mimic it to a certain degree. Scorpio 
  Rogues are calm, collected, and ambitious. This, 
  along with their ability to harness their astrological 
  magic, makes them a formidable adventurer. 
  Scorpion’s Sting
  Starting at 3rd level, you’ve developed a magical 
  poison that allows you the upper hand in ﬁghts. 
  Whenever you deal piercing damage to a creature, 
  you can use a bonus action to force them to make 
  a Constitution saving throw (DC = 8 + your 
  proﬁciency bonus + your Dexterity modiﬁer). On a 
  failure, they are poisoned for 1 minute and you 
  have advantage on attacks against them when you 
  take the attack action on your turn. You can 
  poison a creature in this way a number of times 
  equal to your Dexterity modiﬁer (minimum of 1), 
  regaining spent uses on a long rest. 
  Glowering Presence
  Starting at 9th level, you learn to leverage your 
  persona against your foes. If you fail an 
  intimidation check, you can reroll with advantage. 
  You must ﬁnish a long rest before using this ability 
  again.
  Self Assertion
  Starting at 13th level, you know exactly who you 
  are and what you want to be. You have advantage 
  on saving throws against being charmed or other 
  mind altering eﬀects, and can add double your 
  proﬁciency bonus to these rolls.
  Envenomed
  Starting at 17th level, when a creature fails its 
  saving throw against your Scorpion’s Sting feature, 
  they take an amount of poison damage equal to 
  half your sneak attack dice. 
  
  43
  Sorcerer: Child of Bastet
  Suggested Signs: Bastet.
  Your innate magic comes from the power of Bastet. 
  Somewhere along your family tree an ancestor 
  caught the goddess’ eyes and ended up with a 
  child. Though it was so long ago it's just seen as a 
  tall tale, you've recently been awoken to new 
  powers. The goddess is with you now to help you 
  regain the knowledge laying hidden in your blood.
  Children of Bastet are invaluable members of a 
  party as they can give warnings of what lay ahead, 
  see through deceit, and provide a sense of peace 
  for those around them. Their magic is shaped by 
  each individual to be defensive or oﬀensive in its 
  protection, but every child has the heart of a 
  lioness beating within as Bastet watches on.
  Psychic Focus
  Starting at 1st level, you select a focus with which 
  you can read the future and see what others wish 
  to hide. The selection of the focus allows for 
  additional spells as well as the base eﬀect the 
  focus produces when paired with your bloodline.
  Crystal Orb. With a ﬁst sized crystal orb 
  wrapped in a silk cloth you can ﬁnd the answers to 
  what you look for by staring into the swirling mists 
  within. During downtime you can stare into the 
  crystal orb and roll on the Fortunes chart to see 
  what awaits you. Additionally you gain access to 
  the following spells at the levels at which you can 
  cast them: clairvoyance, divination, sending, 
  telepathic bond.
  Cards. A very special set of cards rests in a 
  velvet lined bag, it can be an heirloom or 
  something you made yourself. Each card holds 
  several images that when stacked and laid over 
  each other answers questions though you may not 
  like the answer. During downtime you can read 
  someone’s cards and roll on the Fortunes chart to 
  see what awaits them. Additionally you gain access 
  to the following spells at the levels at which you 
  can cast them: bless, banishment, crown of 
  madness, guardian of faith.
  Bones. You collect bits of bones from dead 
  creatures you come across that are unique in some 
  way. This growing collection of bones is stored in a 
  leather pouch that you dip a small wooden cup 
  into to rattle the bones before throwing them. 
  During downtime you can read someone their 
  bones and roll on the Fortunes chart to see what 
  awaits them. Additionally you gain access to the 
  following spells at the levels at which you can cast 
  them: bestow curse, cause fear, life transference, 
  speak with dead.
  Tea Leaves. Serving brewed tea during 
  downtime will remove a point of exhaustion for any 
  who partake in it. Afterwards you may read their 
  tea leaves and roll on the Fortunes chart to see 
  what awaits them. Additionally you gain access to 
  the following spells at the levels at which you can 
  cast them: cure wounds, healing word, lesser 
  restoration, greater restoration. 
  Once you gain access to one of these spells, 
  you always have it prepared, and it doesn’t count 
  against the number of spells you can prepare each 
  day. If you gain access to a spell that doesn’t 
  appear on the sorcerer spell list, the spell is 
  nonetheless a sorcerer spell for you.
  Healing Presence
  Also at 1st level, you give oﬀ a curative aura. After 
  a long rest you start, with a pool of 2d6 hit points. 
  These can be dispersed to an ally within 30 ft that 
  is in need to heal them, and any excess becomes 
  temporary hit points. Once the pool has been 
  depleted you can not use this feature again until 
  ﬁnishing a long rest.
  This grows to 2d8 at 6th level, 2d10 at 14th 
  level and 2d12 at 18th level.
  Protections Path
  At 6th level, you can choose how protect those 
  you value from the options below.
  Defensive. You can spend 1 sorcery point to 
  gain resistance to a damage type for 1 hour. 
  Spending 2 sorcery points allows the resistance to 
  an ally within 30 ft. You can only have a single 
  resistance on a target at a time, casting a new 
  resistance on the same target cancels out the 
  previous one.
  Oﬀensive. You can spend 1 sorcery point to negate 
  resistance to the type of damage being dealt with 
  an attack or spell till the end of your next turn. 
  Each subsequent turn you can spend an 
  additional sorcery point to continue the negation. 
  You can negate up to 3 damage resistances at a 
  time, these can be spread between diﬀerent targets
  
  44
   and can be the same type of resistance. Casting a 
  4th resistance negation will drop the ﬁrst. 
  Spending 2 sorcery points allows you to negate an 
  immunity, additional rounds cost 2 sorcery points 
  as well.
  Balanced. You can spend 1 sorcery point as a 
  reaction to cast shield on an ally within 30 ft of 
  you. You can also spend 1 sorcery point to add 2d6 
  psychic damage to any attack that is successfully 
  landed within 15 ft of you.
  Fortunes Chart
  Bastet’s Insight
  At 14th level, you can see the lies others tell. When 
  you use this feature as a bonus action for the next 
  10 minutes anyone telling a lie will have a black 
  ﬁlm over them—the bigger the lie, the more they 
  seem to be coated in darkness. Additionally, those 
  telling the truth will glow—the more honest the 
  person is being the brighter they glow. This feature 
  can be used a number of times equal to your 
  Charisma modiﬁer (minimum 1), after which you 
  must ﬁnish a long rest before using it again.
  Additionally, a roll of 10 or less on any Insight 
  check is treated as an 11. 
  Dice of Fate
  Starting at 18th level, you become an avatar of 
  Bastet. As a reaction anytime a d20 is rolled at the 
  table you can claim it for the future as a Dice of 
  Fate. You can interrupt before a success or fail is 
  called on a roll and spend 3 sorcery points to make 
  one of the Dice of Fate the total instead of what 
  was rolled. The number of Dice of Fate you can 
  hold onto at a time is determined by your 
  Charisma modiﬁer (minimum 1).
  d8
  1
  2
  3
  4
  5
  6
  7
  8
  Crystal Orb
  +1 to next 
  CHA check.
  A single 
  question 
  answered as if 
  using the 
  commune 
  spell.
  Immune to 
  surprise 
  eﬀects for the 
  next 24 hrs.
  +1 to next 
  DEX check.
  Immune to 
  charm eﬀects 
  for the next 24 
  hrs.
  +2 to the next 
  skill check.
  +1 to next 
  STR check.
  Can't be 
  frightened for 
  24 hrs.
  Cards
  Start the 
  next battle 
  under the 
  eﬀects of 
  bless.
  +1 to next 
  WIS check.
  Extra attack 
  ﬁrst turn in 
  combat.
  Cast the next 
  level 1 spell 
  without 
  components.
  Find (1d10 x 
  10) GP.
  +1 to next 
  INT check.
  The next 
  person you 
  talk to is 
  charmed by 
  you for 10 
  minutes.
  Next hit 
  deals 2d6 
  extra 
  damage.
  Bones
  -2 on the 
  next attack 
  from a 
  hostile.
  Advantage on 
  the next 
  initiative roll.
  +1 to next 
  DEX check.
  Healing is 
  maxed for 
  the next 24 
  hours.
  +1 to next 
  WIS check
  +2 to next 
  saving throw.
  1d6 
  temporary 
  hit points.
  +1 to next 
  CHA check.
  Tea Leaves
  +1 to next 
  STR check.
  Immune to 
  poison for 24 
  hrs.
  Next short 
  rest counts 
  as a long 
  rest.
  +1 to next 
  WIS check.
  Under the 
  eﬀects of 
  haste.
  Immune to 
  disease for 
  24 hrs.
  +1 to next 
  INT check.
  Able to take 
  the max of 
  hit dice on 
  the next rest.
  
  45
  Warlock: Sekhmet, 
  Patron of Misfortunes
  Suggested Signs: Sekhmet.
  Your patron is the goddess Sekhmet, and the deal 
  was made through the stars she watches from. You 
  are not sure what she wants with you or her goals 
  in making a deal with a mortal. Her moods seem to 
  swing from quarrels to peace just as easily as 
  ﬂipping a coin. Though she does seem intensely 
  interested in the waves you create on your 
  adventures, you hope it will be enough to remain 
  on her good side.
  Expanded Spell List
  Sekhmet lets you choose from an expanded list of 
  spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.
  Charming Mask
  Starting at 1st level, you are proﬁcient in all 
  Charisma based skills and may select one in which 
  to apply a double proﬁciency bonus to.
  Reading the Room
  Starting at 6th level, you have learned to 
  manipulate the feelings of a room or crowd. As an 
  action you can placate a large gathering of people 
  as if casting calm emotions at double its area of 
  eﬀect, you can however also cause a calm crowd to 
  become panicked or an angry mob using the same 
  saving throw as the calm emotions spell. Any 
  actions that you may take to try and instigate the 
  crowd one way or the other are also rolled with 
  advantage. You can do this a number of times a 
  day equal to your Charisma modiﬁer (minimum 1), 
  after which you need to ﬁnish a long rest before 
  using this feature again.
  Additionally, if given a minute to observe, you 
  can tell the moods of the people in a room, who are 
  the leaders that people will follow, who are the 
  scapegoats, and who dislikes who.
  Luck Stealer
  Starting at 10th level, you can steal the luck from 
  others and give them a bad day. As a reaction, 
  anytime a target within 60 ft of you rolls a natural 
  20 you may take that from them and force them to 
  roll again. These stolen natural 20s then become 
  d6 Luck Dice that you can give out or use with a 
  bonus action to add to your own roll or that of an 
  ally. You are able to hold up to your Charisma 
  modiﬁer’s worth (minimum 1) of Luck Dice at any 
  one time. Any stolen natural 20s that can not be 
  saved as Luck Dice are instead simply discarded. 
  You may use this feature twice before needing to 
  ﬁnish a long rest.
  Touch of Misfortune
  Starting at 14th level, you gain the ability to 
  instantly bend the fortune of a humanoid. You can 
  use your action to touch any humanoid, the target 
  must make a Wisdom saving throw against your 
  spell save DC. If they fail you roll on the Conditions 
  chart below. The target has this condition until it is 
  removed  by their ally, the remove curse spell is 
  cast on it, or you use this feature again.
  Spell Level
  1st
  2nd
  3rd
  4th
  5th
  Spells
  hex, ray of sickness
  blindness/deafness, ray of 
  enfeeblement
  revivify, vampiric touch
  blight, divination
  contagion, greater restoration
  d12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Condition
  Incapacitated
  Petriﬁed
  Deafened
  Stunned
  Frightened
  Prone
  Paralyzed
  Charmed
  Poisoned
  Unconscious
  Exhaustion
  Blinded
  
  46
  Warlock: The Zodiac
  Suggested Signs: any, especially western signs.
  Your patron is a manifestation of the planets of the 
  western zodiac. Your patron could be just one 
  planet, such as Aquarius or Virgo, or it could even 
  be all of them. Warlocks who choose to make a 
  pact with the Zodiac ﬁnd themselves more easily 
  able to connect with other people. Legend has it 
  that Warlocks who are particularly devoted to their 
  patron can call down the very heavens to strike 
  their enemies. 
  Expanded Spell List
  Your patron lets you choose from an expanded list 
  of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.
  Empathetic Connection
  Starting at 1st level, you know the spells calm 
  emotions and friends. You can cast friends at will 
  and you can cast calm emotions a number of times 
  equal to your Charisma modiﬁer without 
  expending a spell slot. You regain spent uses on a 
  long rest. 
  Bolster Signs
  Starting at 6th level, you can choose to bestow a 
  boon to a friendly creature within 30 feet of you 
  that you can see as a bonus action for 1 minute. 
  The type of boon depends on their zodiac sign:
  •Fire Sign. The creature has advantage on 
  saving throws against being charmed or 
  frightened.
  •Water Sign. The creature gains a bonus to 
  their wisdom (insight) and intelligence 
  (investigation) checks equal to your Charisma 
  modiﬁer.
  •Air Sign. The creature is unaﬀected by diﬃcult 
  terrain.
  •Earth Sign. The creature is immune to any 
  spell or eﬀect that would alter its form. 
  You must ﬁnish a long rest before using this 
  ability again. 
  The Great Wheel
  Starting at 10th level, you learn to harness the 
  stars to defend yourself. As a reaction to taking 
  damage that would reduce you to 0 hit points, you 
  polymorph yourself into one of the following: a ﬁsh, 
  crab, goat, cow, cat, or scorpion for 10 minutes. If 
  you are reduced to 0 hit points in this form, you 
  revert back into your original form and resume 
  making death saving throws as usual. Otherwise, 
  at the end of the duration, you polymorph back 
  into your original form with 1 hit point plus an 
  amount of temporary hit points equal to the total 
  hit points of your chosen animal plus twice your 
  Warlock level. 
  Realign the Stars
  Starting at 14th level, you have reached the point 
  where your will can inﬂuence the stars. As an 
  action, you can summon up to 6 pillars of starlight 
  for 1 minute. These pillars of starlight are 5 feet in 
  diameter and 120 feet tall. Any creature that starts 
  it’s turn in one of these pillars takes 5d10 radiant 
  damage (lycanthropes and shapeshifters take 
  6d10). As a bonus action on subsequent turns you 
  can move one pillar up to 30 feet. You must ﬁnish 
  a long rest before using this ability again. 
  Spell Level
  1st
  2nd
  3rd
  4th
  5th
  Spells
  compelled duel, cause fear
  aid, augury
  hypnotic pattern, nondetection
  arcane eye, confusion
  commune, legend lore
  
  47
  Wizard School of Astrology
  Suggested Signs: any.
  Often, new wizards are faced with a choice: do they 
  train in divination, or specialize in astrology? 
  Those who choose to focus on astrology are 
  typically already knowledgeable about the stars 
  and the secrets they hold, or have some sort of 
  connection to space or its celestial bodies. Wizards 
  of this school show more self control than those 
  practicing divination, merely wishing to learn the 
  stars secrets instead of change the future. 
  Astronomer’s Tools
  Starting when you choose this tradition at 2nd 
  level, you gain proﬁciency with a new tool set— 
  Astronomer’s Tools. Whenever you would take a 
  short or long rest at night, you can use these tools 
  to study the stars and learn what awaits you. You 
  can ask your DM one simple question about the 
  day ahead which they must answer truthfully, 
  though it doesn’t have to be an answer that you 
  understand. 
  You can only use this feature once per day, 
  only at night, and must be able to see the stars to 
  do so. 
  ASTRONOMER’S TOOLS
  These special tools include everything you need to 
  study and chart celestial bodies and phenomena. 
  Included is a collapsible telescope, an astrolabe, an 
  astronomical quadrant, a notebook, a quill, and a 
  pot of ink. Adventurer’s proﬁcient with 
  astronomer’s tools may be able to use them to 
  navigate using the stars, or to predict changes in 
  celestial bodies which may inﬂuence the world 
  around them.
  What’s Your Sign?
  Also at 2nd level, you have the ability to ascertain 
  the astrological sign of friends and foes alike 
  through simple conversation. You can spend one 
  minute in conversation with or observing a 
  creature with which you share a language to learn 
  their astrological sign and one of the following bits 
  of information:
  •Any one personality trait, ideal, bond, or ﬂaw
  •Spellcasting level, if the creature has one, and 
  their spellcasting ability
  •Whether they have more or less hit points than 
  you
  •If their CR is higher or lower than your Wizard 
  level
  You can use this feature a number of times 
  equal to your Intelligence modiﬁer (minimum of 1), 
  and regain spent uses whenever you ﬁnish a long 
  rest. 
  Destructive Divination
  At 2nd level, your knowledge of the zodiac signs 
  and how they inﬂuence those born under them 
  has given you the upper hand. You learn the bane 
  and bless spells and add them to your spellbook. 
  These spells count as wizard spells for you, but 
  don’t count against the number of spells you can 
  prepare. 
  If you know a target’s zodiac sign, you can cast 
  either spell targeting them without expending a 
  spell slot. When casting the spells this way, you 
  must know the zodiac signs of all of your intended 
  targets. You can cast the spells in this way a 
  number of times equal to your Intelligence 
  modiﬁer, and regain spent uses upon ﬁnishing a 
  long rest. 
  Divine Knowledge
  Beginning at 6th level, your knowledge of astrology 
  means that other forms of divination come easily 
  to you. Whenever you cast a divination spell of 2nd 
  level or higher, you regain one extended spell slot 
  that is at least one level lower than the spell you 
  cast. You cannot regain spell slots higher than 5th 
  level this way. 
  Gifts From The Stars
  At 10th level, you have begun to excel at reading 
  the secrets the stars hold. Whenever you use your 
  Astronomer’s Tools feature, you can also choose 
  two spells from any spell list to temporarily add to 
  your spell book. These spells count as wizard 
  spells for you, and don’t count against the number 
  of spells you can have prepared. Each time you use 
  your Astronomer’s Tools feature, you can swap one 
  or both of the spells learned this way for another. 
  
  48
  Ace Astrologer
  At 14th level, you can channel your energy to 
  bypass the defenses of any creature whose zodiac 
  sign you know. Whenever you would target a 
  creature whose zodiac sign you know with a spell 
  that requires them to make a saving throw, you 
  can choose to impose disadvantage on their roll. If 
  they would make additional saving throws on their 
  turn, you can use your reaction to impose 
  disadvantage again. 
  You can use this feature a number of times 
  equal to your Intelligence modiﬁer, and regain 
  spent uses upon ﬁnishing a long rest. 
  
  49
  Astrological
  Items
  Alder Shield
  Item (Shield), Uncommon (requires attunement)
  This shield made of alder wood is encrusted with 
  rubies and can only be attuned by a character 
  born under the sign of the Alder. A character 
  attuned to this shield does not need proﬁciency in 
  shields to use it. While in use, this shield gives a 
  character a +3 to their AC. Additionally, this shield 
  cannot be damaged by water and oﬀers an 
  additional +1 AC bonus when the character is 
  targeted by a water attack. 
  Recommended Gold Cost: 400 gp 
  Amulet of Hawthorn
  Item (Amulet), Amulet (requires attunement)
  This topaz encrusted hawthorn wood pendant 
  hangs from a bronze chain and can only be 
  attuned by a character born under the sign of the 
  Willow. While wearing this amulet, you are 
  resistant to psychic damage and your mind cannot 
  be read.  
  Recommended Gold Cost: 300 gp 
  Amulet of Reed
  Item (Amulet), Uncommon (requires attunement)
  The wooden pendant is set with jaspar and hangs 
  from a bronze chain. It can only be attuned by a 
  character born under the sign of the Reed. When 
  wearing this amulet, you gain advantage on 
  Wisdom (Perception) rolls that rely on hearing. You 
  also have a 45% chance to hear whispers as if they 
  were spoken normally.  
  Recommended Gold Cost: 300 gp 
  Amulet of Willow
  Item (Amulet), Amulet (requires attunement)
  The willow wood pendant of this amulet hangs 
  from a silvery chain that appears to give oﬀ a lunar 
  glow. The pendant is encrusted with tiny 
  moonstones that glimmer under the moon. This 
  amulet can only be attuned by a character born 
  under the sign of the Willow. While wearing this 
  amulet, you cannot be targeted by radiant 
  damage. 
  Recommended Gold Cost: 400 gp 
  Ash Wand
  Item (Wand), Uncommon (requires attunement)
  This wand of rowan wood has a handle of carved 
  coral and can only be attuned by a character born 
  under the sign of the Ash. This wand has 3 
  charges that can be spent to cast the spell charm 
  person. The wand regains 1d3 expended charges 
  daily at dawn. 
  Recommended Gold Cost: 300 gp 
  Collar of Amon-Ra
  Item (necklace), rare (requires attunements)
  Twice per day the user can cast from the following 
  list of spells:
  calm emotions, charm person, comprehend 
  languages, enthrall, friends, gift of gab, motivational 
  speech, suggestion
  Once used, the user needs to complete a long 
  rest before they can use the item again. 
  Recommended Gold Cost: 5,000 gp
  Diplomat’s kit
  Tool, common
  This is a small velvet lined box that contains 
  sheets of paper, sending perfume, sealing wax, a 
  quill and ink, a small candle, a signet ring, and 
  signed papers from your ruler. Proﬁciency with this 
  kit lets you add your proﬁciency bonus to any 
  ability check involved with navigating political 
  situations. 
  Recommended Gold Cost: 15 gp
  Weight: 5 lbs
  Diadem of Holly
  Item (Diadem), Uncommon (requires attunement)
  This diadem of holly has carnelian berries and can 
  only be attuned by a character born under the sign 
  of the Holly. This diadem has 3 charges that can be 
  used to cast the command spell. The diadem 
  regains 1d3 expended charges daily at dawn. 
  Recommended Gold Cost: 300 gp 
  
  50
  Elder Sword
  Item (Sword), Uncommon (requires attunement)
  This deceptive sword appears to be a wooden 
  practice sword, but in the hands of a character 
  born under the sign of the Elder it can reveal its 
  true nature. When attuned, this shortsword is 
  razor sharp (despite being made entirely of wood) 
  and jet emerges from the pommel. A character 
  attuned to this sword can use it even if they do not 
  have proﬁciency in shortswords. This sword is 
  considered magical and deals an additional 1d4 
  force damage on a hit. On a critical hit, this 
  additional damage increases to 3d4.   
  Recommended Gold Cost: 500 gp 
  Experimentation supplies
  Tool, common
  This padded case contains a variety of bottles and 
  vials ﬁlled with liquids, testing papers, various 
  herbs, a portable ﬂame candle, and a miniaturized 
  testing lab. All items needed in order to experiment 
  in the ﬁeld to concoct new items to assist the team 
  or to tackle a new problem can be found within its 
  many compartments. Proﬁciency with this kit lets 
  you add your proﬁciency bonus to any ability 
  check involving alchemy, creating poisons or 
  potions, or the identiﬁcation of strange liquids. 
  Recommended Gold Cost: 25 gp (optional)
  Weight: 10 lbs
  Eyes of Thoth
  Item (glasses), uncommon (requires attunements)
  A pair of circular glasses made of a black wire 
  framing whose glasses seems to shimmer with 
  moving colors when the light hits it. As an action 
  the user can cast hypnotic pattern twice per day, 
  once all uses you must ﬁnish a long rest before 
  using the item again. 
  Recommended Gold Cost: 500 gp (optional)
  Glasses of True Sight
  Item (glasses), rare (requires attunements)
  A pair of glasses with dark glass that seems to 
  ﬁlter out the light from the user, when activated 
  the glass seems to clear and things that were once 
  hidden now glow in the user’s vision when looking 
  through the glasses. As a bonus action the user 
  casts true seeing. This can be done once per day, 
  after which the user needs to ﬁnish a long rest 
  before using the item again.
  Recommended Gold Cost: 3,500 gp (optional)
  Hazel Wand
  Item (Wand), Uncommon
  This hazel wand has a large amethyst at the tip 
  and can only be attuned by a character born under 
  the sign of the Holly. This wand has 3 charges that 
  can be used to cast the detect magic spell. The 
  wand regains 1d3 expended charges daily at 
  dawn. 
  Recommended Gold Cost: 300 gp 
  Investigator’s kit
  Tool, uncommon
  A small leather rolled bundle this kit contains 
  tweezers, magnifying glass, small collection vials, 
  small collection envelopes, a pair of leather gloves, 
  dusting powder, sticky paper, a small notepad and 
  pencil. Proﬁciency with this kit lets you add your 
  proﬁciency bonus to any ability check involving 
  investigating a space or body.
  Recommended Gold Cost: 30 gp (optional)
  Weight: 5 lbs
  Ring of Ivy
  Item (Ring), Uncommon (requires attunement)
  This ring is made from ivy that refuses to dry or 
  die wrapped around a blue opal. It can only be 
  attuned by a character born under the sign of the 
  Ivy. While wearing this ring, you can roll a d4 
  when you make any saving throw and add the 
  result to the number rolled. 
  Recommended Gold Cost: 200 gp 
  Ring of Oak
  Item (Ring), Uncommon (requires attunement)
  This oak ring holds a small diamond and can only 
  be attuned by a character born under the sign of 
  the Oak. While wearing this ring, you are immune 
  to the poisoned condition. You may also render all 
  nonmagical food and drink within a 5-foot-radius 
  free of poison once per day.    
  Recommended Gold Cost: 200 gp
  
  51
  Ring of Vine
  (tem (Ring), Uncommon (requires attunement)
  This ring is made of tiny dried vines wrapped 
  around a large emerald and can only be attuned by 
  a character born under the sign of the Vine. While 
  wearing this ring, you are immune to the blinded 
  condition and can create a 15-foot-radius magical 
  sphere around yourself once per day. Those in this 
  sphere must make a Charisma saving throw of 8+ 
  your proﬁciency bonus + your Charisma modiﬁer. 
  On a failed save, those in the sphere cannot tell a 
  deliberate lie. 
  Recommended Gold Cost: 250 gp
  Rowan Wand
  Item (Wand), Uncommon (requires attunement)
  This wand of rowan wood has a large peridot in the 
  handle and can only be attuned by a character 
  born under the sign of the Rowan. This wand has 
  3 charges that can be spent to cast the spell 
  identify. The wand regains 1d3 expended charges 
  daily at dawn.  
  Recommended Gold Cost: 300 gp 
  Scales of Anubis
  Item (earrings), very rare (requires attunements)
  When worn each earring is the golden basket of a 
  scale gifting the user with the power of judgement. 
  While being used the earrings glow slightly and the 
  user takes on an ethereal image associated with 
  their alignment.
  The earrings have 3 charges, while worn these 
  powers can be used by expending charges of the 
  item in the following ways:
  1 charge: detect evil and good, protection from evil 
  and good, branding smite
  3 charges: dispel evil and good, banishing smite
  Once all charges have been expended the user 
  will need to complete a long rest to regain the ﬁrst 
  charge, additional charges will be regained each 
  subsequent rest (short or long).
  Recommended Gold Cost: 25,000 gp (optional)
  Signet Ring of Birch
  Item (Ring), Uncommon (requires attunement)
  This wooden signet ring made of birch laden with 
  crystal can only be attuned by a character born 
  under the sign of the Birch. An attuned character 
  who wears this ring is immune to being frightened 
  and can gain temporary hit points equal to their 
  Wisdom modiﬁer once per day.  
  Recommended Gold Cost: 200 gp 
  Tamer’s kit
  Tool, uncommon
  This rolled leather kit contains harnesses, ropes, 
  riggings, and soft saddles used for breaking or 
  taming a wild creature. Proﬁciency with this kit 
  lets you add your proﬁciency bonus to any ability 
  check to capture, befriend, or train a beast or wild 
  creature.
  Recommended Gold Cost: 20 gp (optional)
  Weight: 10 lbs
  Watch of Fortune
  Item (watch), very rare (requires attunements)
  While this watch is on your person, you gain a +1 
  bonus to ability checks and saving throws. 
  Additionally once per day should you fail a saving 
  throw or ability check you can turn back time and 
  reroll the dice, you must take the new total. Once 
  this has been used the user can not turn back 
  time again until they have ﬁnished a long rest.
  Recommended Gold Cost: 15,000 gp (optional)
  Wings of Horus
  Item (harness), very rare (requires attunements)
  A velvety brown harness that criss-crosses the 
  front and back it seems impossible to get in and 
  out of, but once attuned the harness magically 
  appears on the user who can choose if it is over or 
  under their clothing after a short rest. The harness 
  is held together with silvered studs that seem to 
  glow slightly and creates the faint sound of 
  feathers rustling when moved in quickly.
  Using a bonus action this harness reveals a 
  pair of wings like that of a falcon giving the wearer 
  a ﬂight speed of 30 ft that lasts for 10 minutes. 
  During ﬂight the user provokes no opportunity 
  attacks and receives an additional +2 to attacks if 
  they choose to use their full speed to dive at a 
  target. This item can be used twice a day before 
  needing to recharge after a long rest. 
  Recommended Gold Cost: 10,000 gp (optional)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Astrology of the Realms.pdf