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Birthsigns Rules

There are thirteen major constellations in Tamriel, each corresponding to a certain sign. Powerful heroes are sometimes born under one of those signs, a mark of destiny.   When creating a character, the player has the option to gain a birthsign. The player rolls 2d12 and consults the following table to determine the character’s birthsign.  
1 – Ritual
2 – Lover
3 – Lord
4 – Mage
5 – Shadow
6 – Steed
7 – Apprentice
8 – Warrior
9 – Lady
10 – Tower
11 – Atronach
12 – Thief
Doubles – Serpent
  The player can choose between the options generated by the numbers rolled. For instance, if a player rolls 3 and 5, they can choose between the Lord and the Shadow. If a player rolls the same number on both dice, they can choose between the birthsign corresponding to the roll and the Serpent.  
(1) Ritual: Mara’s Gift. As an action, you can touch a creature to restore a number of hit points equal to 1d6 + your level to that creature. Once you use this feature, you must finish a long rest before using it again. Blessed Word. As an action, you can utter an incantation to turn an undead creature within 30 feet. If it can hear you, that creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  
(2) Lover: Lover’s Allure. As an action, you can choose to magically charm a creature within 30 feet of you that can see you and is not hostile toward you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + you Charisma modifier) or become charmed by you for 1 minute or until it takes any damage. Mooncalf. You have advantage on saving throws against being charmed and magic can’t put you to sleep.  
(3) Lord: Blood of the North. Your hit point maximum is increased by 1d6. Lord’s Protection. As a reaction when taking damage that is not fire damage, you can reduce the damage by 1d10 + your level. Once you use this feature, you must finish a long rest before using it again.  
(4) Mage: Mage’s Acumen. You can choose to reroll one ability check, attack roll, or saving throw that uses Intelligence or Wisdom and must use the new roll. Once you use this feature, you must finish a long rest before using it again.                  
(5) Shadow: Cloak of Shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Once you use this feature, you must finish a long rest before using it again. If you have the Cloak of Shadows feature from the Way of Shadow Monastic Tradition, you instead gain the following benefit: Shadow Strike. Any successful attack you make while invisible in this way becomes a critical hit.  
(6) Steed: Horse Stamina. Your walking speed is increased by 5 feet, and you are no longer slowed down while wearing heavy armor. Burst of Speed. You can choose to take the dash action as a bonus action. Once you use this feature, you must finish a long rest before using it again.  
(7) Apprentice: Magicka Transmutation. As an action, you can combine or split up spell slots. For instance, you can expend a level 1 spell slot and a level 2 spell slot to create a level 3 spell slot, or vice versa. Once you use this feature, you must finish a long rest before using it again. If you do not have the Spellcasting feature, you instead gain the following feature: Cantrip. You learn one cantrip from any spell list. Charisma is your spellcasting ability for it.  
(8) Warrior: Warrior’s Fortitude. You can choose to reroll one ability check, attack roll, or saving throw that uses Strength or Constitution and must use the new roll. Once you use this feature, you must finish a long rest before using it again.                  
(9) Lady: Lady’s Grace. As a reaction when a creature within 30 feet of you makes an attack roll against you, you can roll a d6 and subtract the result from the creature’s roll. You can use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it can’t hear or see you or if it’s immune to being charmed. Once you use this feature, you must finish a long rest before using it again. Lady’s Favor. You can choose to become stable when you succeed on two death saving throws, instead of three. Once you use this feature, you must finish a long rest before using it again.  
(10) Tower: Tower Key. When making an ability check using Thieves Tools, you can choose to gain a +5 bonus to the roll. Once you use this feature, you must finish a long rest before using it again. Tower Warden. When making a Wisdom (Perception) check, you can choose to gain a +5 bonus to the roll. Once you use this feature, you must finish a long rest before using it again.  
(11) Atronach: Elemental Protection. As a reaction when taking damage, you can choose to gain resistance against one type of damage of your choice until the start of your next turn. Once you use this feature, you must finish a long rest before using it again. Elemental Savant. You learn one of the following cantrips: control flames, gust, mold earth, or shape water.  
(12) Thief: Thief’s Cunning. You can choose to reroll one ability check, attack roll, or saving throw that uses Dexterity or Charisma and must use the new roll. Once you use this feature, you must finish a long rest before using it again.  
                        (Doubles) Serpent: Serpent’s Wyrd. When you roll a 1 on an attack roll, ability check, or a saving throw, you can choose to reroll the die with advantage and must use the new roll. Once you use this feature, you must finish a long rest before using it again.

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