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DnD Homebrew

By: Bee

Contents:
The Rhox, Racoon Folk and Cephalid races
Backgrounds for the 5 families of New Capenna

Other Races of New Capenna


Humans, Half Elves, Elves (Capennan Elves have small horns), Aaracokra, Tabaxi,
Tieflings, Aasimar,
Rhox

The towering figures make up some of the strongest muscle and best security or
enforces that you could buy in the city. Rhox’s are found in any family as well. While
they have a stigma for brutality and raw power. Rhox can come from any and all walks
of life.

Ability Score Increases


When determining your character’s ability scores, increase one score by 2 and increase
a different score by 1, or increase three different scores by 1. Follow this rule regardless
of the method you use to determine the scores, such as rolling or point buy. The “Quick
Build” section for your character’s class offers suggestions on which scores to increase.
You can follow those suggestions or ignore them, but you can’t raise any of your scores
above 20.

Languages
Your character can speak, read, and write Common and one other language that you
and your DM agree is appropriate for the character. The Player’s Handbook offers a list
of languages to choose from. The DM is free to modify that list for a campaign.

Size
Rhox stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and
400 pounds. Your size is Medium.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.

Speed
Your base walking speed is 30 feet.

Natural Armor
You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your
Constitution modifier. You can use your natural armor to determine your AC if the armor
you wear would leave you with a lower AC. A shield’s benefits apply as normal while
you use your natural armor.

Gore
Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit
with it, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.
Cephalid

A nearly aquatic race on New Capenna. Cephalid’s are able to live both on the land and
also breathe in the sea. They have incredibly flexible forms and minor innate psionic
ability. These skills make them tend toward the Obscura’s more magic focused abilities,
though they can approach any of the families.

Ability Score Increases


When determining your character’s ability scores, increase one score by 2 and increase
a different score by 1, or increase three different scores by 1. Follow this rule regardless
of the method you use to determine the scores, such as rolling or point buy. The “Quick
Build” section for your character’s class offers suggestions on which scores to increase.
You can follow those suggestions or ignore them, but you can’t raise any of your scores
above 20.

Languages
Your character can speak, read, and write Common and one other language that you
and your DM agree is appropriate for the character. The Player’s Handbook offers a list
of languages to choose from. The DM is free to modify that list for a campaign.

Size
Cephalid’s are taller and leaner than humans, usually with a slender 6 feet in height.
Your size is medium

Speed
Your base walking speed is 30 feet.
Amphibious
You can breathe air and water.

Darkvision
You can see in dim light within 30 feet of you as if it were bright light and in darkness as
if it were dim light. You can’t discern color in darkness, only shades of gray.

Flexible Form
You can use your slightly mutable frame to move about. You gain proficiency in
acrobatics, and stealth.

Minor Psionics
You have a slight innate psionic ability. Being able to do minor feats of innate magic.
You know the message cantrip at level one. When you reach level three you can cast
Dissonant Whispers without components a number of times equal to your proficiency
bonus per long rest. You can then cast Dissonant Whispers with spell slots if you have
them. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells
when you cast them with this trait (choose when you select this race).
Racoon-Folk

Praised for their quick movement, and skilled theft abilities. Racoon-Folk are deceptively
powerful hands within New Capenna. Some refuse the pull of the 5 families and prefer
to make their own smaller clusters of street gangs. However some will also align
themselves with crime families that let them have a share of the loot.

Ability Score Increases


When determining your character’s ability scores, increase one score by 2 and increase
a different score by 1, or increase three different scores by 1. Follow this rule regardless
of the method you use to determine the scores, such as rolling or point buy. The “Quick
Build” section for your character’s class offers suggestions on which scores to increase.
You can follow those suggestions or ignore them, but you can’t raise any of your scores
above 20.

Languages
Your character can speak, read, and write Common and one other language that you
and your DM agree is appropriate for the character. The Player’s Handbook offers a list
of languages to choose from. The DM is free to modify that list for a campaign.

Size
Racoon-Folk are shorter than humans, usually with a slender 4 feet in height. Your size
is Medium or Small. Your choice.
Speed
Your base walking speed is 35 feet.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as
if it were dim light. You can’t discern color in darkness, only shades of gray.

Skulk
You have advantage to stealth and sleight of hand checks made in dim light or
darkness.

Expert Climbers
You have a climbing speed of 20 feet.

Off The Cuff


You have proficiency with improvised weapons. When you attack with an improvised
weapon the damage is 1d6 + your choice of strength or dexterity. It takes you 10
minutes to craft an improvised weapon, shortened to 2 minutes if you have tinker's
tools.
Backgrounds

The Maestros
The Elite Assassins. Old money vampires who love the finer things in life and are willing
to kill to get them. They maintain a public front as an upstanding organization of art
aficionados, with the goal of preserving the art and culture of Old Capenna. Beneath
this polished veneer, they are a shadowy organization of elite assassins, focused on
maintaining power, influence and wealth.

Background: Maestro Agent

Skill Proficiencies: Stealth, Intimidation

Tool Proficiencies: A game set of your choice

Languages: Undercommon, Infernal

Equipment: A Maestro insignia, a game set of your choice, a hidden knife, a set of
refined clothes, and a belt pouch containing 20 gp worth of mixed coins
Feature: Put out a Hit
The city is always full of people wanting to crush the influence of your family. Enemies
abound in New Capenna, and when you need someone removed from the situation you
can seek out ways to accomplish that without getting your hands dirty. By approaching
leaders in your guild with a compelling case and some evidence of ill will to the family.
You may get help with targets, and or get them off the streets.

Maestro Family Spells

Spell Level Spells


Cantrip Fire Bolt, Thaumaturgy

1st Level Arms of Hadar, Fog Cloud

2nd Level Scorching Ray, Shadow Blade

3rd Level Vampiric Touch, Summon Lesser Demon

4th Level Shadow of Moil, Blight

5th Level Flame Strike, Infernal Calling


The Brokers

The Demonic Lawyers. A demonic law firm that secretly believes a doomsday prophecy,
that when the Halo dries up, New Capenna will fail. They maintain public law offices
where they handle mundane legal matters like property disputes and physical
grievances, but their aggressive solicitors have a dubious reputation for being
everywhere, and showing up at every crisis in the city.

Background: Broker Lawyer

Skill Proficiencies: Investigation, Insight

Languages: Aven, Infernal

Equipment: A Brokers insignia, various scroll containers, a pocket guide to New


Capenna law, a set of casual clothes, and a belt pouch containing 15 gp worth of mixed
coins
Feature: Make a Deal
The city is always full of people wanting to crush the influence of your family. Enemies
abound in New Capenna, and when you need someone removed from the situation you
can seek out ways to accomplish that without getting your hands dirty. If you can
approach the enemies you find and their leadership you can bring down the full hammer
of the law on them. Your innate magic will make it more likely they react with flight rather
than fight.

Brokers Family Spells

Spell Level Spells


Cantrip Friends, Word of Radiance

1st Level Command, Shield

2nd Level Calm Emotions, Zone of Truth

3rd Level Bestow Curse, Intellect Fortress

4th Level Banishment, Death Ward

5th Level Geas, Hold Monster


The Cabaretti
The Party Monsters. A fun-loving cult of druids who throw the hottest parties in town.
They’re the glitterati of the city and everyone wants to be invited to their feasts and
dance halls. They use ancient magic to sway the opinion of the masses and keep the
Halo flowing. The party never ends if you keep paying, but the moment you stop you
might fight it hard to leave.

Background: Cabaretti Reveler

Skill Proficiencies: Nature, Performance

Tool Proficiencies: Poisoner Kit

Languages: Sylvan, Infernal

Equipment: A Cabaretti insignia, a poisoner's kit, a small amount of halo (one use), a
set of extravagant clothes, and a belt pouch containing 15 gp worth of mixed coins
Feature: Influence and Revelry
The city is always full of people wanting to crush the influence of your family. Enemies
abound in New Capenna, and when you need someone removed from the situation you
can seek out ways to accomplish that without getting your hands dirty. If you gather
information that could incriminate your enemies you can use your family's skill with
influence and parties to make sure that whatever dirt you find can be spread throughout
the city.

Cabaretti Family Spells

Spell Level Spells


Cantrip Acid Splash, Dancing Lights,

1st Level Charm Person, Distort Value

2nd Level Nathair’s Mischief, Suggestion

3rd Level Catnap, Fast Friends

4th Level Compulsion, Grasping Vine,

5th Level Commune With Nature, Mislead


The Obscura

The Gifted Magicians. Talented wizards and mystics, who use their powers to deceive
and blackmail. Using distractions, illusions and hidden mechanisms, they orchestrate
scenarios and manipulate outcomes to their benefit. They endeavor to maintain a
facade of normalcy in their everyday lives, to allow them to run their schemes without
disruption.

Background: Obscura Operative

Skill Proficiencies: Deception, Sleight of Hand

Tool Proficiencies: Disguise Kit, Thieves Tools

Languages: Thieves Cant, Infernal

Equipment: A Obscura insignia, a disguise kit, thieves tools, a set of commoners


clothes, and a belt pouch containing 15 gp worth of mixed coins
Feature: Drop A Line
The city is always full of people wanting to crush the influence of your family. Enemies
abound in New Capenna, and when you need someone removed from the situation you
can seek out ways to accomplish that without getting your hands dirty. Spending your
nights investigating the criminal practices of your enemies, as well as your divination
power could get you full awareness of their activities for the next 3 weeks. Finding
opportunities to strike.

Obscura Family Spells

Spell Level Spells


Cantrip Encode Thoughts, Frostbite

1st Level Detect Evil and Good, Illusory Script

2nd Level Detect Thoughts, Mind Spike

3rd Level Clairvoyance, Gaseous Form

4th Level Divination, Raulothim’s Psychic Lance

5th Level Scrying, Rary’s Telepathic Bond


The Riveteer’s
The Destruction Workers. Tough as nails artisans who can break buildings as easily as
kneecaps. They’re a rowdy, brute-force crime faction who’s skills in industry and
construction also makes them pros at demolition and intimidation. As skilled artisans,
they’ve transformed the lower levels of the city into a layer worthy of their draconic
leader.

Background: Riveteer Worker

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: An Artisan Tool of your choice

Languages: Draconic, Infernal

Equipment: A Riveteer insignia, an artisan kit of your choice, a tool belt with minor tools
like a screwdriver and wrench, a set of work clothes, and a belt pouch containing 10 gp
worth of mixed coins
Feature: Nails and Kneecaps
The city is always full of people wanting to crush the influence of your family. Enemies
abound in New Capenna, and when you need someone removed from the situation
often the other families seek out ways to accomplish that without getting your hands
dirty. You, however, are a Riveteer. When someone messes with you or your own you
are able to get a group of your family members together to exact some good old
fashioned street justice.

Riveteer Family Spells

Spell Level Spells


Cantrip Create Bonfire, Mending

1st Level Burning Hands, Earth Tremor

2nd Level Agnazzar’s Scorcher, Dragon’s Breath

3rd Level Aura of Vitality, Elemental Weapon

4th Level Fabricate, Staggering Smite

5th Level Bigby’s Hand, Destruction Wave

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