Homebrew Bat Goblin Species Details
Versatile creatures, goblins are. Cold, heat, mountainous pressure, nothing is too much for goblins. In this pamphlet you'll learn more about the goblinoids of Alturra and specifically the goblins that inhabit the various regions of the Janto Continent.
-Professor Willingham, Curator of the Panthology Museum of Nerra.
Goblin Traits
Your goblin character have a variety of racial traits in common with other goblins
Age. Goblins reach adulthood at age 8 and live up to 60 years.
Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
Languages. You can speak, read, and write Common and Goblin.
Bat Goblins
These goblins have pale white skin an enormous black eyes giving them an almost alien look. Just like all goblins, these serve a purpose. They can see further in the dark than other goblins and some have even been documented not even needing their eyes to locate food, furthermore their strong grip can allow them to crawl among the walls and cielings.
Much like marsh goblins, cave goblins don't purely live in caves, however they primarily do. They can also be found among the dark forests, living with drow and other creatures that thrive in pure darkness.
Bat goblins are a variant of cave goblins, who form vast colonies out of many dispersed tribes. They are smaller than their kin, and have leathery wings attached to their arms to glide. They are weaker, and have barely any vision to speak of but their excellent echolocation.
Ability Score Increase. Your Wisdom score increases by 1, and your Dexterity score increases by 2.
Sunlight and Noise 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.
You also have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on hearing or sight when you, the target of your attack, or whatever you are trying to perceive is in an area of extreme noise.
Abilities that make a noise that extends beyond 200ft give you the Stunned condition if you are within a direct 25ft radius.
Echolocation. You have up to 60ft of sonar vision, conditional on sound being able to pass to that area and the ability to vocalize being available. You have 5ft of darkvision that cannot perceive colours - only shades, regardless of light level.
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.
Climbing Claws. You gain a climb speed of 30 feet.
Gliding Flaps. When descending from heights, you can fly forward twice the distance you are descending, up to 60ft forward and 30ft down in one turn. You do not take fall damage while doing this. You cannot do this while Restrained.
Size. Bat Goblins are between 2 and 2.5 feet tall and weigh between 30 and 60 pounds. Your size is Tiny.
Speed. Your base walking speed is 25 feet.
Bat Goblin Traits
As a bat goblin, you have the following racial traits.Creature Type
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size
You are Tiny.
Batgoblin Speed
Your walking speed is 25 feet, shorter than an average goblin. Your climbing speed is 30ft, and you have a glide speed up to double the feet you descend, a maximum 60ft of movement through the air per turn.
Echolocation
You have up to 60ft of sonar vision, conditional on sound being able to pass to that area and the ability to vocalize being available. You have 5ft of darkvision that cannot perceive colours - only shades, regardless of light level.
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. You can only use this once per short rest.
Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
Sunlight and Noise 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. You also have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on hearing or sight when you, the target of your attack, or whatever you are trying to perceive is in an area of extreme noise, (as an example - constant noise equivalent to extremely loud construction.) Abilities that make a noise that extends beyond 200ft give you the Stunned condition for one turn if you are within a direct 25ft radius.