Homebrew Batling Species Details

Batling are a forgotten race in material plane. Because of their fragile hearing and the growing of the population, they decided to retreat to caves and other silent places where they shelter from the world. They have poor sight, but use echo location to have an idea for their surroundings. They are also very bad at walking but exceptional flyers.

Vampire alike

Batlings, a forgotten race, exhibit a humanoid form with pale, leathery skin and slender, agile bodies. Their heads feature large, swiveling ears for keen echolocation and small, protected eyes adapted to low light. Batlings have delicate wings extending from their arms to legs, allowing for exceptional flight but rendering them poor walkers. Their attire consists of lightweight cloaks and tunics, often adorned with natural elements from their secluded habitats. Fragile hearing prompted their retreat to silent places, where they developed a unique society hidden from the material plane.

 

Silent Life

Batlings are a reclusive society with a cultural emphasis on silence and unity. Communication is often non-verbal, relying heavily on intricate hand gestures and a unique system of echolocation-based clicks. They value communal living, with shared responsibilities and resources within their cavernous homes. Ritualistic ceremonies, marked by rhythmic wing movements and subtle dances, play a central role in strengthening social bonds.

Despite their preference for seclusion, batlings hold a deep respect for nature, often incorporating elements from their surroundings into their clothing and accessories. The fragility of their hearing has fostered a cooperative mindset, emphasizing the importance of unity to navigate the challenges of their secluded existence.

Batlings are characterized by their acute sense of hearing, using echolocation for navigation and communication. Though possessing poor eyesight, they compensate with a heightened awareness of their surroundings.

Exceptional fliers, they navigate their secluded caves with grace, showcasing a mastery of flight. Their lean bodies and delicate wings highlight their reliance on aerial mobility over ground movement. Culturally, batlings exhibit a cooperative nature, emphasizing unity and communal living. The fragility of their hearing has shaped a society that values silence, creating a unique, harmonious enclave in the hidden corners of the world.

 

Cave Dwellers

Batling dwellings are concealed within caverns and other sound-muted retreats, hidden away from the material plane. Their secluded society thrives in spaces where fragile hearing is protected from the world's noise. The caves feature wooden and rock structures, blending with the natural environment.

A network of interconnected chambers serves various purposes, from communal gathering spaces to individual homes. These enclaves, shrouded in darkness, echo with the occasional flutter of wings as batlings gracefully navigate the air. The location reflects their preference for silence, creating a sanctuary away from the bustling material world.

BATLINGS SECURE ENVIRONMENT

The batlings' past homeland was likely a diverse and vibrant environment within the material plane. However, due to the challenges posed by their fragile hearing and the growth of their population, they chose to retreat to seclusion. The homeland they left behind might have been characterized by lush forests, mountains, or other picturesque landscapes. The batlings' original society could have been integrated with the natural world, with structures blending seamlessly into their surroundings.

In their former homeland, the batlings may have lived alongside other races or civilizations, navigating a delicate balance between cooperation and maintaining their privacy. The decision to retreat to silent places suggests that their past homeland became increasingly incompatible with their unique needs.

Great Purpose

Batlings, preferring solitude and tranquility, rarely venture into the adventurer's life unless faced with extraordinary circumstances. Typically uninterested in treasure or glory, a dire threat to their secluded society, a mission of vengeance, or a catastrophic event serves as the catalyst for a batling to leave their hidden enclaves.

There are two exceptional circumstances that might call a batling to adventure. First, those with a strong cultural connection might honor their history and seek out relics associated with their forgotten race. The Whispering Amulet, an artifact tied to their heritage, is believed to hold the key to unlocking hidden potential. Recovering this amulet not only restores a piece of their history but also enhances their abilities for the defense of their secluded society.

Second, batlings share a deep-seated animosity towards a threat from their past homeland—the gargoyles that serve Ogrémoch, the Prince of Earth. Battles between batlings and gargoyles have transcended the Elemental Planes, occasionally spilling into the Material Plane. Batlings may leave their hidden colonies to aid other humanoids in fighting against earth cults and thwarting their nefarious efforts, driven by their sworn duty to oppose elemental earth forces.

Batling Names

Batlings communicate with a unique language that incorporates high-pitched clicks, echoes, and subtle wing vibrations, making pronunciation challenging for other races. Their names typically consist of two to three syllables with these distinctive sounds serving as connecting elements. When interacting with other races, batlings may adopt nicknames inspired by the people they encounter or choose shortened versions of their full names for ease of communication.

Short names for batlings, regardless of gender, might include: Shara, Yevik, Qill, Zarn, Lyss, Vren, Jexa, Kith, Nyx, Thral, Varis, and Zeph. These names reflect the batlings' unique vocalizations and contribute to their enigmatic presence when engaging with other societies.

BATLINGS BACKGROUNDS

Backgrounds that are most fitting for batlings include the outlander, the hermit, and the sage.

Batling colonies are secluded and distant, with very few batlings living away from their hidden roosts. In the caverns and silent places where they have taken refuge, only a handful venture beyond the safety of their homes. Those who do often adopt roles as scouts, rangers, or fighters, tirelessly patrolling to safeguard against potential external threats.

Living in the hidden corners of the world, batlings develop skills and knowledge that align with the outlander, hermit, and sage backgrounds. The challenges of their secluded existence shape their characters, making them adept at survival, introspection, and the pursuit of wisdom.

Batling Traits

As a batling, you share specific traits with your people. Your ability to fly silently and adeptly through the air starting at 1st level brings unique advantages in certain situations but also poses potential risks. Flying can be an effective means of navigating the environment, providing strategic advantages, yet it comes with the caveat of increased vulnerability in certain scenarios. Due to these considerations, playing a batling requires special attention and collaboration with your DM to ensure a balanced and engaging gameplay experience.

Ability Score Increase

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

Age

Batlings reach maturity by age 10. Compared to humans, Batlings don’t usually live longer than 60 years.

Alignment

Most Batlings are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 15 feet.

Flight

You have a flying speed of 35 feet. To use this speed, you can’t be wearing medium or heavy armor.

Teeth

Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, undercommon, and echosound.

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