Homebrew Dohwar Species Details
The dohwar are short, pudgy, flightless avians bearing a passing resemblance to penguins. The dohwar has two wings that are useless for flight but have limited prehensile action, allowing it to grasp objects.
Though the dohwar speak common and their own tongue, they rely heavily on telepathic powers for communication among themselves. In fact, dohwar have pairings called "mergers", wherein two dohwar stay in mental rapport, even to the point of finishing each other's sentences. This drives other races crazy.
Dohwar society is an oligarchy ruled by several trading houses and cartels. They are shameless and sly merchants, always looking for an opportunity to turn a profit. Dohwar pass on fortunes as heritage, but they do not believe, and find ludicrous, any form of castes and birthrights other people believe in. For the dohwar a succesful trader or artisan that can turn a profit can raise ranks in their society, and eventually become managers, perhaps gain a seat as a board member, or start their own cartel and become an executive president.
The dohwar society is peculiarly religious. They worship all powers associated with commerce, profits and wealth. Though they love money, the dohwar are especially generous with religious contributions. Seeing such tithes as "investments", with the powers in return for divine advantage in future bargaining sessions.
Dohwar Traits
Dohwar TraitsMerging
Up to 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.
Cold Adaptation
You're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. You also have resistance to cold damage.
Merchant's Keenness
Whenever you perform an Intelligence check, or tools check to determine the origin or value of an object, you are considered proficient in the relevant check. When you reach 3rd level you learn to cast identify, but only as a ritual, you still need material components.
Mind Reading
You know the friends cantrip. Starting at 3rd level you gain the ability to cast detect thoughts, once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Sweet tooth
Dohwar eat fish, vegetables, and plankton. They are fond of strong drink, and alcohol does not intoxicate them. Sweets, on the other hand, are highly intoxicating; to a dohwar, one apple has the effect of strong beer, and a few tablespoons of honey or maple syrup get it blind drunk.
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