Homebrew Dohwar Species Details

The Dowhar are penguin like humanoids that buy and sell anything for a profit. They will never settle for a loss on a sale as long as their life is not on the line, and seldom even then. They are notorious for their negotiating skills and getting the best out of any commercial transaction. 

While not suited for combat, they seldom have a need for such baudy acts as they often hire the Giff for these acts. 

Dohwar Names

Dohwar only have first names, but they will identify themselves as a member of their cartel or trading house in addition to their first name.

Age

The Dohwar reach adulthood around the age of 20, and age like humans.

Dohwar Metabolism

Their metabolism is such that alcohol does not affect them.

Dohwar eat a diet from the seas and oceans of the worlds they visit. This consists of fish, mollusks, crustaceans, even seaweed. Their metabolism is such that alcohol does not affect them. They drink alcohol and a lot of it, but refined and natural sugars have a wholly different effect on them. Refined and natural sugars will cause a Dohwar to become intoxicated. The greater the concentration of sugars, the more intoxicating the effect.

Dohwar Traits

Dohwar are small penguin like humanoids that are often seen wearing gaudy and outlandish clothing. Anything to draw the attention of potential buyers.

Ability Scores

While not built for combat, they are built to trade and identify any object they are selling or buying.

Interpretation

Dohwar have a rudimentary knowledge of all words. Given 10 minutes and uninterrupted, they can decipher any written document that is written in a language they have heard spoken.

Merchant Magic

Dohwar gain the ability to cast identify and detect magic as a ritual when appraising items. Material components are not needed for these spells.

Dohwar Appraisals

Dohwar are the ultimate appraisers of value. When dealing with historical, magical and religious artifacts, they gain double proficiency when checking value of such a product. A successful check will yield a short history and help establish the provenance of an item.

Uncanny Negotiator

While negotiating with another, you can, as an action, choose one creature that you are negotiating with and within 60 feet of you. That creature must make a Wisdom saving throw vs 15. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. The only effect if the person being negotiated with is that they feel like the Dohwar is being very pushy.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about). This effect lasts for 1 minute.

During that time, you can use your action to end this effect and gain advantage on the next persuasion check with the creature.

Partner Link

Over the course of a long rest you can establish a mental connection with one willing creature that has an Intelligence of 6 or higher. While forming the link the target must always remain in your presence. You can then communicate telepathically with your linked partner if you are on the same plane of existence or until either of you finish your next long rest. If the other party is a Dohwar, the link will last through a long rest and only be broken if one party or the other tries to break the link.

Previous Versions

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6/5/2019 11:30:13 PM
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