Homebrew Dohwar (Sword Coast) Species Details
The Dohwar of the Northern Sword Coast are a small, fey-touched people of flightless, penguin-like humanoids whose ancestors once sailed the void between the stars. Generations ago, one or more spelljamming vessels were lost—or perhaps deliberately grounded—along the cold northern shores of Faerûn.
Stranded far from wildspace, these Dohwar adapted. Their ships rotted, their star-charts faded into myth, and their descendants turned their mercantile instincts toward coastal trade instead of astral commerce.
Today, small Dohwar enclaves can be found along the northern Sword Coast, particularly near ports such as Luskan and in remote settlements between there and Icewind Dale. They favor cold climates reminiscent of their ancestral homeworld and often operate as shipping brokers, middlemen, caravan financiers, and discreet information traders.
Though they no longer sail between the stars, echoes of that era persist. Many still refer to themselves as “we,” even when alone—a linguistic remnant of their ancient pair-bonded mergers. Contracts are treated as sacred law, yet interpretation remains fluid and precise.
To most folk of the Realms, they are simply eccentric northern traders. To the Dohwar, however, the memory of the stars has not vanished—it has merely become an investment awaiting the right return.
Race Charastaristics
Dohwer Metabolism
You are immune to the inebriating effects of alcohol, but suffer similar effects when you consume pure forms of sugar. A single apple is as intoxicating to you as a strong beer. A teaspoon of honey or syrup is equivalent to drinking a shot of a strong spirit.
Fey Nature
Their fey nature manifests in their transactional morality and subtle telepathic rapport with other Dohwar. Outsiders often find them unnerving: brightly dressed, waddling negotiators who seem to anticipate counteroffers before they are spoken.
Dohwar (Sword Coast) Traits
Long removed from their spelljamming past, these Dohwar yet preserve the keen minds and binding traditions of their astral forebears.Species Specific
Creature Type: Fey
Size: Small
Speed: 25 ft walking, 40 ft swimming speed
Language: Common & Aquan
Ability Score Increase
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Merchant’s Instinct
You have proficiency in the Persuasion skill.
In addition, you have advantage on any ability check you make to negotiate the price of goods or services.
Hold Breath
You can hold your breath for 10 Minutes.
Belly Slide
As a bonus action, you can drop prone and move up to your walking speed in a straight line to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.
You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Silent Speech
You can speak telepathically to any creature you can see within 30ft of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
Cold Adaptation
You are naturally adapted to cold climates. You automatically succeed on saving throws against extreme cold, and you don’t gain exhaustion from exposure to such environments.
You also have resistance to cold damage.