Homebrew Bat-Folk Mix Species Details

Bat-Folk come in a variety of shapes and colors thanks to the Tiefling and Batlin. Some have horns, sharp teeth, tails, or even claws which can be used in unarmored defense. They are adventurous but also are close to their family and prefer to visit often. They tend live in caves or forests and are medium in height which averages around 5ft. They also have the ability to sleep upside-down which can help when there are limited beds and don't forget about their wings as they do have the ability to fly.

Bat-Folk Mix Traits

Ability score increase +1 to Strength and Constitution

Ability Score Increase

You get the +1 Strenght from Tiefling and +1 Constitution from Batlin

Fly

You can fly 30ft in either direction per turn.

Natural Weapon Bite and/or Claw

Depending on your DM/GM you can use Bite and/or Claw as a natural weapon instead of using your weapon. Bite deals piercing damage and Claw deals slashing damage: 1d4 + Strength mod. You must roll to hit and this is in place of unarmed strike.

Age

Bat-Folk typically age similar to humans but don't often tend to live as long. 

Size

Bat-Folk average around 5ft tall.

Alignment

Bat-Folk can have any alignment, but they typically are neutral of some sort.

Speed

Base walking speed is 30ft.

Darkvision

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 grey.

Senses

You have blindsight 60ft in addition to normal human-like vision. 

Echolocation

Your echolocation powers your blindsight, As such, you can't use your blindsight while deafened. Also, due to your heavy reliance on echolocation, when deafened, you have disadvantage on attack rolls. 

Sound Sensitivity

Vulnerable to thunder damage and Blindness/Deafness spell. 

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