Professional Documents
Culture Documents
By: Bee
Contents:
The Rhox, Racoon Folk and Cephalid races
Backgrounds for the 5 families of New Capenna
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.