Homebrew Chiroterr (Bat Humanoids) Species Details

*Credit to janberndtenberg for first coming up with the idea of thunder damage causing deafening effects. I gained some inspiration from it and added a couple other quirks.

The Chiroterr are a race of humanoid bats that dwell the Underdark and caverns deep under the earth. Often leading lives without the sun, the Chiroterr are well adapted to areas without light. They can use their feet to perform tasks their hands can do: such as using weapons, casting spells, or carrying objects. Chiroterr mostly diet on insects, but occasionally eat plants and animals. They are skilled at finding water underground and making dyes out of minerals and certain underground creatures. This dyemaking is of little use to them outside of coloring clothes, but is one of their most profitable exports with other civilizations. 

Chiroterr (Bat Humanoids) Traits

Chiroterr share the following traits.

Ability Score Increase

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

Age

Chiroterr have lifespans shorter than humans. They enter adulthood at around 10 years of age and usually live no more than 50 years.

Alignment

Often dwelling in isolated societies, many Chiroterr don’t care much for forming a world view. They are most often neutral.

Size

Chiroterr are typically between 4 and 5 feet tall and weigh about 50 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet. Your base flying speed is 40 feet. You cannot fly while wearing heavy armor.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Bite

You have a natural weapon in the form of a bite you can use as an unarmed strike. On a hit, it deals 1d4 + your Strength Modifier piercing damage. On insects, this attack has advantage and deals 2d4 + Strength Modifier piercing damage on a hit.

Echolocation

You are able to perceive your surroundings by using echolocation. As a bonus action, you can use echolocation to create a visual map of the area in front you consisting of the approximate location of shapes and walls. Using echolocation gives you advantage on Wisdom (Perception) checks on something that’s moving unless it’s behind full cover. Through echolocation, you can picture everything within 15 feet of you clearly, everything within 50 feet of you dimly, everything within 200 feet very faintly, and only mass areas like the ground or the edge of a forest within 500 feet. You have disadvantage on perception checks any farther than 100 feet. You cannot use this feature while deafened.

Sensitive Ears

You have advantage on Wisdom (Perception) checks that rely on hearing. Additionally you are able to hear conversation from x3 the distance it could normally be heard. However, you are vulnerable to thunder damage. When you take thunder damage, you are deafened for 1d4 rounds. If the damage taken was caused by a failed saving throw or critical hit, you are instead deafened for 2d4 rounds.

Languages

You can speak, read, and write Common and Chiroterr. Chiroterr is a language compiled of mostly clicking and other high pitched noises often inaudible to other humanoids.

Previous Versions

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8/18/2018 3:33:17 PM
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