Homebrew Tak (Batfolk) Species Details
Originated in the Underdark, the Tak—sometimes called Batfolk—have spread to the rest of the world. They are most commonly found in the Underdark, though colonies exist across most continents in warm or temperate regions. Only the coldest climates are inhospitable to them.
The Shadows in the dark
First seen as shadows, the Tak are large human-sized variations of bat species. They have narrow legs with claws to grasp at prey and roofs of caves, large pointy ears for their distinct advantage in the night with echolocation and long arms with fingers half way and wings tucked under ready to take flight. Most Tak have black or dark brown fur but it can vary with white or grey, blonde and ginger and a mix of them as well. The Tak can walk bipedal and often do but most tend to have a preference to be quadrupedal and can be seen more frequently among their own kind.
Honduran Communication
The Tak speak Honduran which with their keen hearing can be heard if even lightly spoken. It is heard as quick pulses of squeaks which is more comparable to morse code, it is very difficult for another race to understand Honduran and so they usually communicate with other races in common or undercommon. Their written language is more symbolic being given mostly lines and dots portrayed in certain locations, angles and lengths to convey their meaning.
The Colony
Originating in the underdark, the Tak flourished but have since ventured above ground also. They do not form nations or empires but instead organizing into colonies that may consist from a handful of individuals to thousands. Usually in colder environments the Tak will either not venture that way or congregate into a larger colony to help with warmth and survival. Most Tak carry a charm or talisman made with natural resources from their first colony.
The Tak towns can vary a lot, in colder regions, colonies tend to be larger, with Tak huddling together in communal nesting halls for warmth. The heart of every settlement is the maternity roosts—a heavily guarded, insulated chamber where newborns are nurtured until their eyes open and they can safely leave the nest. The Tak takes no chances when it comes to their children.
The layout of a town can be planted in a cave, built on the side of a cliff or in the top of the tallest trees, if elevated lifts and stairs will also be part of the design. They try to use what the land provides and mainly sticks more to constructing towns with wood and stone more than metal. They will also try to avoid destroying the beauty of a natural environment and aim to build among it.
Tak governance is democratic and slow-moving. Elected leaders hold open councils where all voices are heard before decisions are made—sometimes taking days, but ensuring collective consensus and unity. All opinions and voices are important to the Tak. Most Tak lean toward neutral alignments, valuing harmony and community.
In other Societies
Preferring their own societies, they are not seen in other societies in large numbers but individuals can still be found among other races. Their nocturnal adaptability makes the Tak ideal for jobs like night watch, work in taverns, and whatever other work is done nocturnally. Many serve as scouts or messengers in military or mercenary organizations, relying on their keen senses and manoeuvrability.
Tak Names
With the Tak's native language being so far removed from Common Tak names often blend borrowed surface words with natural or geographical inspiration. A Tak’s surname is typically the name of their colony.
For example, Nyxis from Applewood Cave might be known as Nyxis Applewood Colony, though they may shorten it to Nyxis Applewood. Lone Tak who are unaffiliated with a colony adopt a name reflecting their current or ideal home, such as Cliff, River, or Forest.
Common solo Tak last names: Rock, Cave, Cliff, Tree, Forest, River, City, Castle, Sand, Snow, Woods
Tak (Batfolk) Traits
As a Tak, you have these special traitsAbility Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age
Reaches maturity at 12 and tend to live up to an average age of 60 years old
Speed
Your base walking speed is 30 feet.
Creature type
You are a humanoid
Glide
If you fall more than 10 ft you can spread your wings and glide, you may move as much horizontally as you do vertically and take no fall damage. Does not work if you are wearing medium or heavy armour and you can't attack or cast spells with somatic components while gliding
Wall Crawler
You have a climbing speed of 20 feet.
You can move along vertical surfaces and ceilings as long as they provide adequate handholds, such as rough stone, wood, or natural formations.
You cannot climb on sheer or slippery surfaces without a check, at the DM’s discretion.
Darkvision
You have darkvision up to 60 ft
Echolocation
As a bonus action you can emit a high-pitched shriek, until the start of your next turn the location of objects and creatures in a 30 ft radius are revealed to you, this can be performed equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Heightened Senses
You have proficiency in the perception skill
Sound sensitivity
When you take thunder damage, you have disadvantage on attack rolls or ability checks until the end of your next turn.
Languages
You can speak, read, and write Common and Undercommon. You can also speak and write Honduran (Batfolk speech) which is composed of rhythmic squeaks and pulses, making it nearly impossible for other species to replicate or understand.
Size
Your size is medium (around 6 ft tall, 80 to 100 pounds)
Alignment
Tak typically lean toward neutral alignments, valuing community and balance, but individuals may follow any path.
Previous Versions
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10/20/2025 4:04:46 PM
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36
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0
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5E
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Coming Soon
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