1. Races

Dohwar

Dohwars are short, pudgy, flightless avians that look and move like 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 has bright plumage. Instead of wings, it has 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.



Age.

Dohwar have lifespans similar to humans.

Alignment.

Dohwar are generally indifferent to moral circumstance and lean toward chaotic.

Creature Type.

You are a humanoid.

Size.

Dohwar are short and stocky, reaching an average height of 4ft. Your size is Small.

Speed.

Your base walking speed is 25 feet and you have a swimming speed equal to 50 feet.

Languages.

You can speak, read, and write Common and Dohwar.

Hold Breath.

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

Cold Adaptation.

You are naturally adapted to cold climates, as described in chapter 5 of the DMG. You also have resistance to cold damage.

Merchant's Senses.

Whenever you perform an Intelligence (History) check, or use tools to determine the origin and value of an object, you are considered
proficient in the check and can add double your proficiency bonus.

When you reach 3rd level, you learn to cast Detect Magic and Identify as a ritual, though you still require material components to do so.

Silent Speech.

You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a
language. You can speak telepathically in this way to one creature at a time.

Mind Reading.

You can cast the Detect Thoughts spell a number of times per day equal to your proficiency bonus, but you can only pick up surface thoughts. If a creature is aware of the dohwar's telepathy, they can make an Intelligence saving throw to resist the effect.
While reading a creature's surface thoughts, you have advantage on social rolls against the target.

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