Homebrew Batfolk Species Details

Batfolks are humanoid bat creatures with large ears, fangs, and the ability to fly. There is a sigma that these are monstrous vampires, however most Batfolk diets consist of fruit and proteins.

Life Span

Typically, a Batfolk matures at the age of 18 years old and live until 65 years old. There have been instances of Batfolk seeking vampirism to remain alive, much like how human wizards seek out lichdome for mortality.

Names

Batfolk tend to have names based on what culture/race are around them. If they live among dwarves then they will have dwarvish names. If they they live among drow then they will have drow names.

 

Batfolk Traits

Your batfolk character has an assortment of inborn abilities, part and parcel of batfolk nature.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Size

Choose Small or Medium size for your character.

Blind Sense

Having evolved from a creature that had poor eyesight while most Batfolk are capable of seeing fine on their own they still retain this skill from their more primitive days. You gain 30ft blindsense!

Darkvision

Having grown in caves or darker environments your sight is well adjusted to seeing in the dark. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Enhanced Hearing

You gain proficiency in the Wisdom (Perception) skill. At level 10, you gain expertise in this skill.

Flight

With the bat wings that you have you are capable of flight and have a flying speed equal to your walking speed which is 30ft.

Languages

Batfolk know Common, Undercommon, and one other language.

Sonar Blast

As an action, you can emit a powerful sonar blast. Each creature within a 15-foot cone must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 2d6 thunder damage and be deafened for 1 minute. On a successful save, the creature takes half damage and isn't deafened. The deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success

YAML Code for this ability

name: Sonar Blast
automation:
  - type: target
    target: all
    effects:
      - type: save
        stat: con
        fail:
          - type: ieffect2
            name: Deafened
            buttons:
              - label: Resist Deafened
                automation:
                  - type: target
                    target: self
                    effects:
                      - type: save
                        stat: con
                        success:
                          - type: remove_ieffect
                            removeParent: if_no_children
                        fail: []
                        dc: "{8+proficencyBonus+charismaMod}"
                      - type: remove_ieffect
                verb: attempts to resist Deafened
                style: "1"
                defaultDC: lastSaveDC
            duration: "10"
            desc: Deafened - A deafened creature can’t hear and automatically fails any
              ability check that requires hearing. You can repeat the saving
              throw at the end of your turn. This condition lasts for 1 minute.
          - type: damage
            damage: 2d6[thunder]
        success:
          - type: damage
            damage: 2d6[thunder]/2
        dc: "{8+proficencyBonus+charismaMod}"
      - type: text
        text: As an action, {{caster.name}} can emit a powerful sonar blast. Each
          creature within a 15-foot cone must make a Constitution saving throw
          (DC 8 + your Dexterity modifier + your proficiency bonus) or take 2d6
          thunder damage and be deafened for 1 minute. On a successful save, the
          creature takes half damage and isn't deafened. The deafened creature
          can repeat the saving throw at the end of each of its turns, ending
          the effect on a success
_v: 2
proper: true
verb: uses
activation_type: 1
thumb: https://cdn4.whatculture.com/images/2016/07/746eb628f7340244-600x338.gif

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