Homebrew Batfolk Species Details

Sequestered in Dark caverns and below eerie treetops, the Batfolk, evoke fear and wonder. Many Batfolkaren’t even native to the Material Plane. They hail from a world beyond — from the endless night of the Shadowfell.

They are immigrants, refugees, scouts, and merchants, their outposts functioning as footholds in a world both strange and alien.

Fang and Talon

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, Batfolk might reach 7 feet tall, and they have long, furry legs that taper to sharp talons.

Fur covers their bodies. Their coats typically denotes membership in a tribe. Males are darkly colored, with coats of black, dark gray, or dark blue. Females have brighter colors, usually tan or gray. Their heads complete the mammalian appearance, being something like a badger or bat with distinct tribal variations.

 

Batfolk Traits

As an batfolk, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an batfolk requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Batfolk reach maturity by age 7. Compared to humans, batfolk don’t usually live longer than 50 years.

Alignment

Most batfolk are neutral and rarely choose sides when it comes to law and chaos. clan leaders and warriors might be lawful, while merchants and adventurers might tend toward chaotic.

Size

Batfolk are about 6-7 feet tall. They have thick, lightweight bodies that weigh between 100 and 120 pounds. Your size is Medium.

Speed

Your base walking speed is 20 feet.

Echolocation

Your bat-like hearing makes you aware of your environment, though it requires focus. You have advantage on Wisdom (Perception) checks that involve listening, unless deafened.  at the start of your turn you emit a high frequency sound as a free action that grants blindsight for 40 ft in all directions, lasting until the end of the round.

Out of combat you need to only emit a soft clicking sound every 5 seconds, however this only grants blindsight for 15 ft,

Flight

You have a flying speed of 20 feet. To use this speed, you can’t be wearing heavy armor.

Talons

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, and one other language of your choice

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2020 10:45:00 PM
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9/7/2020 2:04:50 AM
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