Homebrew Batfolk Species Details
Batfolk are timid humanoids with bat-like features. They have short brown, black, or gray fur, leathery wings in place of arms, fangs, and luminescent eyes in shades of red, green, or yellow. They typically feel uncomfortable outside in the light and love being underground and collecting valuable shiny objects. They're devoted to the Lawful Good deity Notte, the god of the night. Their society has many clerics.
Batfolk Traits
Batfolk usually consider themselves weak, but their dexterity, blind-sight, and other abilities make up for it.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Batfolk typically reach adulthood around age 15, but may live up to 400 years.
Alignment
Batfolk typically lean towards Good alignments due to their deity, though Neutral Batfolk are not uncommon.
Size
Batfolk stand about 4 to 4 1/2 feet tall and weigh around 70 to 90 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Oversized Ears
Your huge ears give you advantage on Wisdom (Perception) checks that rely on hearing, however they also cause you to have vulnerability to thunder damage.
Languages
You can speak Nocturne (a Batfolk language made of many clicking sounds) and with small beasts. You can also speak, read, and write Common and a language of your choice.
Bat Skills
You gain proficiency in your choice between the Animal Handling skill or Acrobatics skill.
Echolocation
You are treated as having blindsight to 30 feet, except you must emit a high pitched screech each round. This is a free action. You are blind beyond 30 feet and can't use your blindsight while deafened.
Natural Weapons
Your teeth and claws are natural weapons you can use to deal 1d4 piercing or slashing damage. These are considered finesse weapons that you are proficient with.
Bat Shape
As an action, you can polymorph yourself into a bat for up to 1 hour. This does not require concentration or material components. You regain the ability to use this trait when you finish a short or long rest.
Bat Wings
As a bonus action, you may expand or contract your wings. You have a flight speed of 30 feet while they are out, but you cannot use them if you are wearing medium or heavy armor and they cannot keep you airborne. If you end your turn in the air, immediately fall to the ground prone and suffer 1d6 bludgeoning damage for every 10 feet fallen.
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