Homebrew Dohwar Species Details
Dohwars are short, pudgy, flightless avians that look and move like small 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 is covered with hair-like feathers. Their plumage tends to be white on their front side and a dark color on the back, typically blue, purple, blue-green or green. Instead of flippers, they have 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.
Dohwar Traits
Dohwar have the following abilities:Ability Score Increase
Dohwar tend to be wise and charismatic. With a +2 bonus to their Wisdom and a +1 bonus to their Charisma
Darkvision
Dohwar are adept at hunting in dark waters. They have Darkvision, with which they can see in non-magical darkness as dim light out to 60 ft. In dim light, they can see as bright light up to 60 ft. They receive no penalties for being in bright light.
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.
Spellcasting (Psionics)
The dohwar casts the following spells, requiring no spell components and using Wisdom or Charisma as the spellcasting ability: detect thoughts. 3/day. They also have an innate resistance to psychic damage.
Natural Weapon
Peck: Melee Weapon Attack. (Dex modifier + proficiency bonus) Reach 5 ft. One target. Damage: 1d4 + (Dex modifier) piercing.
Natural Merchant
The Dohwar are skilled at selling anything. They are always proficient at Deception, Insight, and Persuasion.
Arctic Origin
Being from the coldest place on their home world, the Dohwar have a natural resistance to cold.
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