Homebrew Chiropteran (Batfolk) Race Details

While very dangerous when pushed to violence, Chiropterans normally prefer to avoid conflict altogether, even going so far as to migrate entire colonies to a new area to avoid danger, unless the odds are stacked in their favor. Chiropterans are shy and normally uninterested in the goings on in the world outside their subterranean homes. Most Chiropterans grow up in small familial communities called "colonies," while others are known to live in abandoned buildings, towers, and sewer systems of cities. Those raised in colonies rarely leave home unless there is dire need. Chiropterans raised in cities often find themselves involved with criminal elements that are happy to make use of the Chiropteran’s natural gifts. They love being underground and in the dark and are typically uncomfortable above ground and in the light as it makes them feel exposed, so Chiropterans living as adventurers are highly motivated to put themselves in such an environment. They love collecting stones, gems, silver, gold, and any valuable shiny object that can glint in the dark parts of the world.

Colonies

Most colonies will exist without ever going noticed by the outside world. Often the entrances are small holes in the top of tunnels or hidden in the shadows of cave walls. Many travelers of the Underdark walk with no knowledge that several bows are trained on them from high above and along the ceiling, on the miniscule chance they notice the entrance to a Chiropteran colony. Colonies are often built with several tunnels leading into the large chamber to offer multiple routes of escape, should they be discovered by the Duergar or Drow. Adventurers stumbling upon a colony chamber would first notice the large murals painted or carved into the chamber floor, fixed with gems found by the Chiropterans. Chiropterans live at the highest point of the chamber, looking to the beautifully designed floor as their ceiling.

 

Physical Description

While they are all simply humanoids with bat like features many people are fearful of what they see as a walking, talking, bat. They have short brown, black, or gray fur and leathery wings on their back, with webbing sometimes extending down to their legs, much like their animal counterparts. Chiropterans have evolved to have humanoid arms in conjunction with the wings on their back. (Primal variants have winged arms, instead of wings on their backs). Chiropterans may sometimes wrap their wings around themselves as a makeshift cloak, to help "blend in" with communities outside their own. They have luminescent eyes in shades of brown, amber, red, green, or yellow, as well as fangs. Chiropteran can be as varied in appearance as their smaller animal counterparts, some having large ears and snub features of vampire bats while others have elongated snouts and almost canine features of fruit bats etc...

Relations

While uninterested in the goings on of the outside world, Chiropterans may still find themselves interested in learning from the surface races. A Chiropteran may harbor great distrust of dwarves and elves, due to hostilities with the Duergar (Gray Dwarves) and Drow (Dark Elves) who've often made attempts to enslave them and “ground” them by cutting slits in, or chaining, Chiropteran’s wings.

Names

Chiropteran names are near impossible to pronounce in the tongues of other peoples of the world, due to the high-pitched squeaking nature of the language. If translated into the common tongue, Chiropteran names will reference gem stones and the night, with familial names coming before given/chosen names. Chiropterans may also adopt names common within the society they're dealing with for convenience.

Chiropteran Quirks

Being a Chiropteran may carry some quirks. You may be more comfortable sleeping while using the long toes and claws on your feet to hang upside down, rather than a bed. Many Chiropterans like collecting shiny rocks and gems and may be drawn to them, even willing to pay high prices just to add to their collections. As Chiropterans may be socially shy in communities outside their own, they may hide in the back of the tavern, or cover their faces when out in public as to not draw untoward attention to themselves. They also like to eat bugs and may absentmindedly pick a bug off the ground, or fly up to snatch it, scarfing it down before remembering most societies might look down on such habits.

Chiropteran (Batfolk) Traits

As a Chiropteran, you have certain traits in common with your people. Being able to fly starting at 1st level is exceptionally effective in certain situations and exceedingly dangerous in others. As a result, playing Chiropteran requires special consideration by your DM.

Ability Score Increase

Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age

Batfolk reach maturity at approximately 10 years old and share a similar lifespan to Humans.

Alignment

Batfolk raised in colonies tend towards Neutral Good or Lawful Good alignment because colonies behave as large familial communities. Batfolk brought up in cities may fall into more chaotic alignments

Size

Batfolk stand in height similar to dwarves, but tend to be leaner, ranging from 4ft to 5 1/2 ft in height. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Flight

You have a flying speed of 30 feet.

Darkvision

Thanks to your nocturnal nature, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Echolocation

Your bat-like hearing makes you more aware of your environment. You have advantage on Wisdom (Perception) checks that involve listening, unless deafened. Additionally, as a reaction, you emit a high frequency sound that grants you blindsight for 30 ft in all directions, lasting until the end of your turn. This effect does not go through walls or other solid material, but can go around corners. Being in a silenced or deafened state will negate this ability until you are no longer silenced or deafened. 

Inverted Grip

Your long toes give your feet a unique grip. While not wearing boots or shoes that cover your toes, you can use you a bonus action to grip a surface overhead that will support your weight to hang upside down. While hanging from overhead in this way, your speed is 0 until you release your grip as a free action, are forced to let go as the result of failing a strength saving throw after taking damage (DC = 10, or half damage taken, whichever is higher), or if your HP reaches 0.

Languages

You can speak, read, and write Common, Chiropteran, and Undercommon.

Proto Chiropterans

Some Chiropterans still have wings attached to their arms instead of their backs. These "Proto-Chiropterans" are faster in flight than their cousins. Although they have much more trouble using weapons in flight, they can still use their vicious bite. 

 

Winged Arms

 

Proto Chiropterans' arms are their wings, with the last two fingers on each hand being long and webbed While this makes them faster than other Chiropterans in flight, they have Disadvantage on weapon attacks or spell attacks that requires a somatic component while in flight using winged arms. While not in flight, their wings fold up against their arms.

Chiropterans cannot use their wings while wearing armor that covers their arms, or heavy armor

Flight Speed= 60ft While not wearing heavy armor

 

 

Bite

 

Your fanged maw is a natural weapon, with which you can use to make unarmed strikes and are proficient. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

The disadvantage given for Winged Arms does not apply to your Bite.

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