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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