Homebrew Batfolk Species Details

Small, quick, and preferring to keep to themselves, the Batfolk are rarely seen by other races. Their large families are close-knit, and the colonies work together so they seldom need help from outside sources. They can fly and climb easily, and make excellent scouts or distance fighters. They have short black fur, large ears, and wings. Their face structure varies based on what tribe they come from, and which species of bat they resemble.

Batfolk Traits

Batfolk are small, light, and quick. Used to the dark, they have advanced hearing and perception. They have a hard time speaking humanoid languages such as Dwarven or Elvish, but can easily master Auran. They can fly, climb, and fight tooth and nail if need be.

Ability Score Increase

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

Size

Batfolk are between 2 and 4 feet tall. Your size is small.

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

Speed, Flight, and Climbing

You have a base walking speed of 25 feet, a climbing speed of 25 feet, and a flying speed of 50 feet. You cannot be wearing heavy armor to climb or fly.

Age

Batfolk reach maturity by age 5. Compared to humans, Batfolk don’t usually live longer than 50 years. 

Languages

Due to their solitary lifestyle and oddly-shaped palate, most Batfolk have a hard time mastering other languages. However, they can speak Auran, Common, and Chitter (Batfolk-speech). 

Darkvision

Thanks to a life raised in caves or dark forests, you have advanced sight in darkness.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.

Echolocation

Your bat-like hearing makes you aware of your environment, though it requires focus. You have advantage on Wisdom (Perception) checks that involve listening, unless deafened. Additionally, as a bonus action, you emit a high frequency sound that grants 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. Being in a silenced or deafened state will negate this ability until you are no longer silenced or deafened. You may use this ability twice per short rest.

Tooth and Claw

You are proficient in unarmed attacks made with your fangs and talons. Your talons do 1d4 slashing damage on a hit. Your bite does 1d6 slashing damage on a hit. 

Fury of the Small

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Previous Versions

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