Homebrew Baakhari (Bat Folk) Species Details

Baakhari are a race of humanoid bat creatures. Superstitions about them are common, mostly due their secretive ways and some of them have frightening appearances. However, they do NOT drink blood, nor are they fiends.

Rather, most Baakhari are a peaceful, private people and their communities are highly varied in culture and values. Yet, one trait nearly all Baakhari share is they value privacy and neutrality, "live and let live."

Baakhari (Bat Folk) Traits

Baakhari look like bipedal bat-humanoids. They range between 3 and 7 feet tall (at the ear-tip). All Baakhari have very large ears and a thick coat of fur. Their fur and eyes vary widely in colour and patterns. Baakhari have two arms that stretch into leathery wings, tipped with three-fingered claws. They have prehensile feet which they use to carry objects and even wield weapons while flying. Their faces vary widely. Some are canine shaped, while others are more bat-like.

Age

Baakhari age similar to humans. They learn to fly once they turn 1 year old, and they mature at 15 years old. Baakhari live up to around 80 years.

Ability Scores

You gain +1 to your dexterity and wisdom ability scores.

Movement

You have a walking speed of 25 feet. You also have a climbing speed (even on ceilings) and flying speed of 30 feet.

You lose your climbing and fly speeds while wearing heavy armour. You also lose your climbing speed and cannot hold or wield anything in your feet while wearing footwear unless it has been custom-crafted for your digits like a glove.

While flying or climbing, if you are carrying another creature similar in size to you or you are over-encumbered (at the DM's discretion), you must make an athletics check (DC set by the DM) at the start of each of your turns to maintain flight or your hold on the surface you are climbing. On a failure, you either fall or drop whatever you are carrying in your claws and feet.

Skills

Baakhari have strong spatial awareness and can quickly visualize their surroundings.

You gain proficiency in the perception skill.

Languages

You can read and understand common and you can speak Baakhari, a language that can only be understood and spoken by other Baakhari. This is a language of hypersonic chirps, squeaks, and clicks that is so high-pitched that only other Baakhari can hear it.

When you speak Baakhari, only other members of your race that are within ear-shot can hear and understand what you are saying. This does not prevent a creature with telepathy or the detect thoughts spell from reading your mind and understanding your thoughts and intentions.

There is no written language in Baakhari culture. Baakhari have nothing against written word, but all their history and traditions have been passed down entirely through oral tradition.

Vision and Echolocation

You have advantage on perception checks based on sound and hearing, thanks to your hyper-sensitive ears.

You can see normally in daytime and brightly-lit areas. You also can use echo-location to navigate dark areas (no action required). While using echolocation, you have blindsight of up to 30 feet around you. This blindsight extends around corners but NOT through walls or barriers.

While using echolocation, creatures and objects within your blindsight range do not benefit from being invisible to you. They remain invisible to other creatures without blindsight, true sight, or this racial trait.

Additionally, you can perceive the general size and shape (at the DM's discretion) of invisible creatures and objects within your blindsight range, but not intricate details such as their age, physical appearance, objects they are carrying, or objects they contain.

Your echolocation does NOT grant you immunity to the effects of illusion magic such as the Minor Illusion, Fear, Hypnotic Pattern and the Hallucinatory Terrain spells. You are just as susceptible to illusion magic as other playable races.

Additionally, your echolocation does NOT see through the disguises of creatures including shape-shifting creatures like changelings and mimics, creatures under the Disguise Self spell, or polymorphed creatures. You perceive these creatures in their current form, whether it is their chosen form or their true-form.

You also have vulnerability to thunder damage, even when you are not using your echolocation. Whenever you take thunder damage from any source, you must immediately make a constitution saving throw (save DC = 10 or half the total thunder damage taken (rounded down), whichever number is higher). On a success, you maintain your blindsight and suffer no additional effects. On a failure, you lose your blindsight and gain the deafened and blinded conditions for 1 minute. You can repeat the saving throw at the same DC at the start of each of your turns for the duration, ending the effects and conditions on a success.

Upside down? More like right side up

You can remain upside down for an unlimited amount of time without suffering any ill effects such as fatigue or blood rushing to your head. You can even take short or long rests upside down.

Previous Versions

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10/29/2023 10:03:25 AM
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