Homebrew Dohwar Species Details

 

A cloaked figure stood in the ill-lit alley, glancing back and forth. I observed the buyer stroll up, taking a place in front of the diminutive silhouette. Crimson feathers glinting in the flickering light of torches, the dohwar removed its hood, and reached inside its robe, removing a parcel. From the shadows emerged another dohwar, green in plumage. Gathered in a circle, the dohwars closed their eyes, Merging with the humanoid buyer. The buyer quickly produced a leather purse that clinked with the sound of gold. Exchanging it for the wrapped parcel with the lime-tinted dohwar, the buyer ambled off, disappearing into the night. The dohwars nodded to each other, and receded into the shadows.

— the great druid Tharivol Amakiir 

 Dohwars are short, pudgy, flightless avians that look and move like penguins. They can speak in Common and Dohwar, but are greatly inclined to communicate via Merging.

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. They have bright plumage: cherry red, viridescent green, violet purple, lemon yellow, or tangerine orange, and instead of wings, they have arms and tiny hands.

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

As a dohwar, you have the following racial traits:

Ability Score Increase

Your Constitution score increases by 1, and Intelligence and Charisma increase by 2.

Age

The dohwar reaches adulthood at around the age of 10, and from there age similar to humans.

Size

The average dohwar stands 3 feet tall, weighing about 40 to 60lbs. You are Small.

Speed

Your base walking speed is 25 feet. You have a swim speed of 35 feet.

Alignment

Dohwars gravitate toward neutral alignments, most often neutral or neutral good.

Merging

Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided both are all three are within 30 feet of one another.

Bite

Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) piercing damage.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Cold Adaptation

You're naturally adapted to colder climates. You have resistance to cold damage.

Spellcasting (Psionics)

The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting abilty (spell save DC 11): 3/day: detect thoughts.

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