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, Zilchus and many others depending on where they conduct their business. 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.
Dohwar Traits
Dohwar have some innate spellcasting and Psionic abilities to communicate and assist with their trade.Ability Score Increase
You gain +2 to a stat of your choice and +1 to another stat.
Languages
You can speak, read, and write Common and two additional Languages.
Tool and Weapon Proficiencies
You gain proficiency in simple weapons and your choice of tool.
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. Dohwars tend to travel together with their cartel, so another Dohwar is always at hand to connect with during moments of trade negotiation or appraisal. A Dohwar who finds themselves outside of their cartel can still Merge with a willing creature who they are familiar with, though they wont have enough psionic energy to merge with a third creature.
Telepathic Insight
You can innately cast the Detect Thoughts spell requiring no spell components and using Charisma, Intelligence, or Wisdom as your spellcasting ability an amount of times equal to your proficiency bonus per Long Rest. You can only read surface level thoughts with this ability and are unable to dive deeper. When you or someone you are merged with is talking to a creature while Detect Thoughts is in effect on them you and the person you are merged with have advantage on Persuasion, Deception, and Intimidation checks against that creature.
Mercantile Culture
You have a natural talent with negotiation and are always looking for an opportunity to turn a profit. You gain proficiency in Persuasion and Insight.
Due to the various artifacts, items, and cultures your people have traded in you have a vast knowledge of the value of different things in the multiverse. You gain proficiency in either History or Arcana, and you gain advantage in both when you are appraising items.
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