Homebrew Alti’rin (Bat Folk) Species Details

Snout and Fur

From below, batfolk look much like large bats. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 4 feet tall, and they have long, narrow legs that taper to long feet.

Fur covers their bodies. Their clothing typically denotes membership in a tribe. All genders look similar. Their heads complete the avian appearance. Their facial structure is specific to distinct tribal variations.

Avian Mannerisms

The resemblance of batfolk to bats isn’t limited to physical features. Batfolk display many of the same mannerisms as ordinary bats. They can be fastidious about their fur, frequently combing it. When they do descend from the sky, they often catch birds and bathe themselves.

Many bats punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. A bat might become frustrated with people who fail to pick up on the nuances; a bat's threat might be taken as a jest and vice versa.

The idea of ownership baffles most bats. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, bats who have little interaction with other people might be a nuisance as they drop from the sky to plunder harvests for fruits and grains.

They find it hard not to pluck flowers and decorations and bring them back to their settlement to beautify it. A bat who spends years among other races can learn to inhibit these impulses.

Homelands

Most bats live in a land far distant. They have established homes in high mountains or in the canopies of old forests.

Once tribes of batfolk settle in an area, they share a ranging territory that extends across an area up to 90 miles on a side, with each tribe exploring in the lands nearest to their colony, ranging farther should food or materials become scarce.

A typical colony consists of one large, open-roofed nest made of woven vines and wood. The eldest acts as leader with the support of a shaman. 

Great Purpose

Batfolk enjoy peace and, conversely, excitement. Most of them have an interest in dealing with other peoples and less interest in spending time on the ground. For this reason, batfolk frequently leave his, her, or their tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a drive to explore, a mission of vengeance, or a catastrophe typically lies at the heart of the batfolk adventurer’s chosen path.

Batfolk are sworn foes of insects and arachanids, in particular the Goliath birdeaters that serve Plagoj, the Prince of Small Crawly Things. The Batfolk word for these spiders is loosely translated as “hungry maw,” and battles between batfolk and Goliaths have raged across the lands.

 

Alti’rin (Bat Folk) Traits

The bat folk have the following traits.

Ability Score Increase

Your Dexterity increases by 2, and your Intelligence increases by 1. 

Age

Bat folk reach maturity at age 5, and typically don’t live longer than 60 years. 

Size

Bat folk are between 2 and 3 feet tall and weigh between 30 and 40 pounds. Your size is Small.

Speed

Your base walking speed is 40ft.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Glide

Using your wings, you can slow your fall and glide short distances. When falling you can use your reaction to spread your wings and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space where you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your wings). You cannot glide while wearing heavy armor, or if you are encumbered.

Echolocation

Using your sonar, you can detect your surroundings without the use of sight, up to a 60 foot radius. You can't use your echolocation while deafened or incapacitated. 

Keen Hearing

You have advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Sensitivity

While in sunlight, you have disadvantage on attack rolls, and on Wisdom (Perception) checks that rely on sight.

Nocturnal

While it is nighttime, you have advantage on attack rolls, and on Wisdom (Perception) checks that rely on sight.

Fangs

You are proficient with this natural weapon, which deals 1d6 + STR or DEX piercing damage on a hit.

Blood Sipper

If a Vampire Batfolk has a successful bite attack, it has the option to drink the opponent's blood as a free action and then must make a grapple check for each succeeding round. Gaining health equal to the damage dealt.

Bat Empathy

All Batfolk have an inborn talent for dealing with bats and will automatically succeed on all Handle Animal checks involving them. For birds, they make a roll like normal but gain a +6 racial bonus.

Languages

You can speak, read, and write Common and Undercommon.

Comments

Posts Quoted:
Reply
Clear All Quotes