Dohwar
A mix of inferiority, rudimentary business acumen, and telepathy make the Dohwar marginally successful and very annoying. They will haggle even the most discerning individual into making unnecessary purchases if only to get them to shut up. The most impressive things they have accomplished is their business empire and not being wiped out by annoying organizations with actual power.
Race of Merchants
Insistent merchants, Dohwar intentionally lack any social skills. When negotiating, they frequently engage in pushy and unpleasant behavior, pairing up against a potential customer and endlessly reciting their list of merchandise or offers to buy their client's possessions until some sort of deal is struck. They carry incredibly varied selections of goods, including wagons, small boats, magic items, and any other items imaginable. While seemingly chaotic and disorganized when seen by outsiders, Dohwar are very well organized and work well together for the good of their species. They are constantly under the impression that everyone else in the multiverse is actively working against them, a feeling that most of the time inspires solidarity among their own.
Multicolored Penguins
Dohwar distantly resemble penguins, standing 3‒4 ft on average. Their chests are covered in white feathers, while the rest of their bodies are covered in bright colorful plumage that varies in color, including black. They have wings that, although not useful for flight, are capable of grabbing objects. Much like penguins, they walk by waddling ungracefully. The Dohwar dress equally ungracefully, mixing clashing and extremely bright and showy clothes to the dismay of other races. However, when they are somewhere whose population is not accustomed to their appearance, Dohwar adopt a more inconspicuous outlook, covering themselves in hoods and cloaks in order to appear nothing more than short people.
Organized with an Inferiority Complex
Due in part to their telepathic capabilities the Dohwar are able to maintain incredibly complex organizations with seamless efficiency. They create groups of Dohwar called Cartels that have one to two hundred individuals and are headed by the President with their Executive Board Member and Managers beneath them. They use their influence to become what they believe is a terrifying economic force. They think they are powerful rivals that can compete with greater powers in Wildspace such as the Arcane and Githyanki though neither view them as more than a major irritant or target for raiding.
A mix of inferiority, rudimentary business acumen, and telepathy make the Dohwar marginally successful and very annoying. They will haggle even the most discerning individual into making unnecessary purchases if only to get them to shut up. The most impressive things they have accomplished is their business empire and not being wiped out by annoying organizations with actual power.
Race of Merchants
Insistent merchants, Dohwar intentionally lack any social skills. When negotiating, they frequently engage in pushy and unpleasant behavior, pairing up against a potential customer and endlessly reciting their list of merchandise or offers to buy their client's possessions until some sort of deal is struck. They carry incredibly varied selections of goods, including wagons, small boats, magic items, and any other items imaginable. While seemingly chaotic and disorganized when seen by outsiders, Dohwar are very well organized and work well together for the good of their species. They are constantly under the impression that everyone else in the multiverse is actively working against them, a feeling that most of the time inspires solidarity among their own.
Multicolored Penguins
Dohwar distantly resemble penguins, standing 3‒4 ft on average. Their chests are covered in white feathers, while the rest of their bodies are covered in bright colorful plumage that varies in color, including black. They have wings that, although not useful for flight, are capable of grabbing objects. Much like penguins, they walk by waddling ungracefully. The Dohwar dress equally ungracefully, mixing clashing and extremely bright and showy clothes to the dismay of other races. However, when they are somewhere whose population is not accustomed to their appearance, Dohwar adopt a more inconspicuous outlook, covering themselves in hoods and cloaks in order to appear nothing more than short people.
Organized with an Inferiority Complex
Due in part to their telepathic capabilities the Dohwar are able to maintain incredibly complex organizations with seamless efficiency. They create groups of Dohwar called Cartels that have one to two hundred individuals and are headed by the President with their Executive Board Member and Managers beneath them. They use their influence to become what they believe is a terrifying economic force. They think they are powerful rivals that can compete with greater powers in Wildspace such as the Arcane and Githyanki though neither view them as more than a major irritant or target for raiding.
Traits
Telepathy
You can speak telepathically with creatures within 30 ft of you as long as the target is willing and shares a language with you.
Merging
Two Dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 ft of one another.
Psionics
You can cast the following spells using your CHA or WIS score as your Spellcasting ability without requiring material components or expending spell slots. The spells are cast using psionics and are unaffected by effects such as Counterspell and Wild Magic areas. 3/Long Rest: Detect Thoughts
Born Heckler
If you fail a Persuasion check in a business discussion and the check is not a critical failure you can reroll and take the new result. If this new result is higher than the previous result, the outcome of the check is neither a success nor failure and you gain a 1D6 bonus to your next Persuasion check with the same target. The bonus is cumulative but once this feature is used it cannot be used to persuade a target to commit to a business agreement that they would not normally agree to that is not damaging to their finances (For instance, you would be able to sell a product they would normally but at a reputable establishment but they will not overpay or pay for something with obviously no value). After a successful Persuasion check on the target or if you fail the check with a total less than the original check, the target becomes Immune to this feature for 24 hours.