Homebrew batfolk Species Details

 

batfolk are a species that are very distinct and stand out in a crowd, they have large ears, and batlike wings with claw-like hands fused partially into their wing. battfolk are covered in fur that ranges from copper and brown to even shades of white. Batfolk are often reclusive and live is colonies ranging from 5 to over 100 individuals.

Batlike appearance

From below, batfolk look much like large bats. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, batfolk might reach 5 feet tall, and they have long legs that taper off into hand-like talons at the end, they possess large ears that they use to help them hunt.

Fur covers their bodies.  Males  are larger, with larger wings and ears. Females are smaller but also typically more agile. Their heads complete the batlike appearance,  often resembling bats.

children of the caves

batfolk possess large batlike wings giving them the gift of flight, many find their silent wings unsettling as they swoop down. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.

the batfolk live in caves and rarely leave, when flying at night they feel an overwhelming sense of freedom as they soar through the sky.

Batlike Mannerisms

The resemblance of batfolk to other bats isn’t limited to physical features. batfolk display many of the same mannerisms as ordinary bats. They care for their fur proudly and often hang by their feet upside down, when landing they often land near dark places with plenty of cover to keep them hidden.

Many batfolk punctuate their speech with chirps, to communicate with others, much as a human might through facial expressions and gestures. A batfolk might become frustrated with those who do not understand their speech due to its softness

Homelands

Most batfolk live in the material plane, and the feywilds, building their dens in small caves and in hollowed out trees.

Once tribes of batfolk settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.

A typical colony consists of many small rock outcroppings.

Shy and Timid

Batfolk are oftentimes very shy, being skittish around crowds and strangers, despite this the batfolk are also creatures with overwhelming amounts of curiosity often causing them to go nosing around in places they shouldn't be.

Great Purpose

batfolk enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time in heavily populated areas. For this reason, it takes a special circumstance like the death of a friend or just plain curiosity

there have been cases where batfolk form alliances with other cases.the first is when the god of destruction Grotuos threatened the batfolk and had forced many into slavery, the batfolk joined the orks and sealed the god of destruction away forever. the second time was when an army of undead marched upon the caves and attempted to destroy their homes, the batfolk unified and wiped the army off the material plane.

batfolk Names

As with much of their speech, batfolk names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.

An batfolk of either gender may have one of these short names: lustclu, aindrier, blustulo, grenrira, nix, esdunix, xuslo

batfolk BACKGROUNDS

Backgrounds that are most appropriate for batfolk include the outlander, the hermit, and the sage.

The small colonies of batfolk are insular and remote, and few batfolk live near cities and towns.

batfolk Traits

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

echolocation

you make clicks and chirps to survey your surroundings, enemies within 70 feet of you have disadvantage on hiding or attempting to hide, tue to this you also have advantage on all perception checks that require hearing.

darkvision

you can see in dim light as if it were bright light and dark light as if it was dim light for 50 feet. you cannot discern colors in darkness, only shades of grey.

sunlight sensitivity

when in bright light your vision decreases to 40 ft and everything outside that radius becomes blurry

Ability Score Increase

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

Age

batfolk reach maturity by age 5. Compared to humans, batfolk don’t usually live longer than 50 years however some have lives to be over 100 years old.

Alignment

Most batfolk tend toward chaotic and good alignments.

Size

batfolk can be 4 to 6 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium or small. 

Speed

Your base walking speed is 25 feet, your base flying speed is 45, and your base climbing speed is 40.

Flight

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

talons

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. they can also be used to hold weapons and tools

Languages

You can speak, read, and write Common, undercommon, and draconic

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