Homebrew Dohwar Species Details

Dohwars are a flightless avian species that originated on a frozen planet. While their appearance may somewhat resemble penguins, they possess a number of unique physical traits that distinguish them from such creatures. Most obviously is their vibrant plumage, which can be any color. Within their beaks are a pair of pointed fangs, which many dohwars are quite proficient in employing when danger arises. They are also immune to the intoxicating effects of alcohol, though sweet foods, such as fruit and honey, strangely have an effect on them similar to the effects of alcohol on other creatures. Finally, instead of wings, dohwar have stubby arms and tiny hands that can easily be mistaken for wings at a distance. On their ancestral home world, the dohwar survived by huddling together in large, tightly-packed, groups to conserve heat. This closeness lead the dohwar to form strong bonds with each other. Through these close bonds, the dohwar were eventually able to speak to one another telepathically, a trick that proved useful in allowing them to communicate without their voices being drowned out by the howling winds of their frozen home. Today, the dohwar have refined this telepathic ability into a unique method of communication they call merging, which allows two dohwar to hold a telepathic conversation between themselves and a third creature. Some dohwar have been known to possess a rare version of this ability that allows them to communicate with two creatures in this way, even if neither of them are a dohwar. Such dohwar are eventually able to form such connections with even more creatures.

Dohwar Traits

As a dohwar adventurer, you have the following special traits.

Aggressive Tobogganing.

As a bonus action, you can choose to fall prone and slide up to your walking speed in a straight line on your belly without using any of your movement. When you slide in this way, opportunity attacks against you are made with disadvantage, creatures don't gain advantage on melee attacks they make against you due to you being prone, and you can move through the space of any creature that is at least one size larger than you. A creature’s space is not considered difficult terrain for you when you slide through it. If you would enter a creature’s space that you can’t move through while you are sliding, that creature must make a Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (choose when you select this species). On a failed save, the creature is knocked prone and you stop sliding. On a successful save, you move through the creature’s space. You can also choose to make a creature that is one size larger than you make this saving throw when you would enter their space while sliding. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arctic Native

You have resistance to cold damage. In addition, you have advantage on any ability checks or saving throws you make to avoid falling prone due to walking on slippery ice

Bite

You can use your fanged beak to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Merging

As an action, you can establish a telepathic connection with a number of creatures you can see within 30 feet of you, up to a number equal to your proficiency bonus. Each of the creatures you choose must be able to understand at least one language. You and the chosen creatures can communicate with each other so long as you are all within 30 feet of each other. This connection does not grant you or any of the chosen creatures the ability to understand one another if you don’t share a language.

Ability Score Increase

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.

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