Homebrew Batfolk Species Details

Batfolk are eccentric and mysterious nocturnal defenders. Superstitious, kind, and ferociously protective, batfolk have a strong sense of loyalty, tradition, and order. Batfolk communities are de fi ned by rigid roles, as they look to the predictable certainty of the moon and stars, using the patterns of the night sky to direct their choices and fuel their magics. At their best, batfolk are dependable and loyal protectors with strong ties to their compatriots. At their worst, batfolk are obtuse, adhering overly rigidly to hierarchies and order.

Batfolk are the nocturnal protectors of Valley as well as organizers of celebrations and rituals throughout Valley. They can often be found as clerics and musicians, often taking the night shift. It’s uncommon for batfolk to join in adventuring groups, but their desire to protect the denizens of Valley can motivate them to participate in dangerous missions. When they do join, batfolk have no qualms stepping into whatever role a party might need, from armored warriors to warlocks whose magic can shape the flow of battle.

Batfolk Traits

As a Batfolk, you have these special traits.

Channel Essence

As a Magic action, you can drain life energy from a willing creature, or one that has the Grappled, Incapacitated, or Restrained condition. The target must succeed on a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take Necrotic damage equal to 1d6 plus your Constitution modifier. You gain Temporary Hit Points equal to the Necrotic damage taken.

Echolocation

You have Blindsight with a range of 10 feet. You can't use this Blindsight if you have the Deafened condition or if you can't speak. A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Flight

Because of your wings, you have a Fly Speed equal to your Speed. You can't use this Fly Speed if you're wearing Medium or Heavy armor.

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