Homebrew Dohwar Species Details
Dohwars are short, pudgy, flightless avians that look and move like penguins. They are inveterate merchants, always looking for an opportunity to turn a profit. Dohwars conduct their dealings in secrecy, preferring to do business in dark alleys and out-of-the-way places even when the items being bought or sold aren’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also shroud themselves in hooded cloaks. A group of dohwars is called a cartel.
The average dohwar stands 3 feet tall and has bright plumage. Instead of wings, it has arms and tiny hands.
Dohwars prefer to communicate through a form of telepathy they call merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature.
Dohwars have their own pantheon of deities, made up entirely of gods of commerce and wealth. These deities include Waukeen, Abbathor, and Zilchus. By focusing on the worship of such deities, the dohwars hope to become the best merchants in the multiverse without alienating or offending any god in particular.
Portrait art was posted on reddit by BipolarDiceRoller
Dohwar Traits
As a Dohwar you have the following racial traitsAbility 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.
Creature Type
You are a Fey.
Size
You are small.
Speed
Your walking speed is 25 ft., and you have a swimming speed equal to 20ft.
Bite
You have a beak that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Merging
- Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is your choice of your Intelligence, Wisdom, or Charisma. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Merchantile Culture
Thanks to the Dohwar's mercantile culture, you gain proficiency with one of the following skills of your choice: insight, deception, or persuasion.
Previous Versions
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8/18/2022 3:59:40 PM
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1.5
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