Homebrew Batfolk Species Details
Living mostly in caves, Batfolk can be considered subterranean. Short fur covers their bodies and their arms are connected to their bodies with thin skin that resembles that of a proper bat. Known to some as "Night Stalkers", batfolk are primarily nocturnal and rely heavily on sound. Some see the name as an insult from outsiders, others see the name as a prideful reference to their hunting abilities. Despite the age old myth of bats being blind, you can see fine in both light and dark.
Ears and Fur
Batfolk reselmble humanoid bats. Their wingspan is only that of a normal human, limiting their flying abilities. They are frequently black, grey, or brown, but can sport shades or red, blue, or white.
Often having large, bat-like noses, batfolk tend to have a good sense of smell. Their large ears also help them to seek things out, but their sight is not hindered like some sayings may have you believe.
Midnight Soarers
Batfolk are comfortable flyers, but move faster on the ground. They are often light and nimble, being able to dive and swoop to catch prey if they are airborne.
While not as fast in the air as on land, batfolk will take every chance they
Flying Fox Mannerisms
Large ears and wings are not the only thing that make batfolk resemble bats. Their teeth are sharp and their tongues are forked. Their speech is filled with clicks and clacks as they speak, even in common. They are inquisitive by nature and enjoy learning about new things and new people. Their ties to bats can cause some people to fear them as vampires, causing some to isolate away from any civilization and isolate from society.
Being generally seen as outcasts from smaller, more intolerant towns, batfolk take care of their own. Initially, they may be hesitant to interact with other, more human races. They are generally more friendly to smaller or less human races, like kobolds, goblins, and lizardfolk. They are quick to investigate any outsider and do not like to have their investigations met with opposition.
Shiny objects are among the only things that they would hoard and keep in high regard, utility is often the most important thing to them. They do not value art much, as it does not provide much benefit to them.
Having spent so long in caves, batfolk are familiar and frequently know undercommon. They may have trade deals with monsters that live in the subterranean world, or may see them as a threat since they frequent the caves between those two worlds.
Homelands
Despite being primarily nocturnal and largely living in cave systems, some batfolk will live in major cities. Their cave homes often resemble small towns, encapsulated in stone. The building structures are often hard surfaces, helping with their echolocation. Some similarities could be made between their homes and the ones of dwarves and gnomes, and may be mistaken for them to those who do not know much about the intricate details of those settlements.
Batfolk Names
Following their dialect, batfolk use a series of clicks and other audible noises for their names. Some may take from other languages as well, particularly more draconic tongues as they are harsher in tones. They may frequently begin with hard "k" sounds, but are not limited to using that sound.
Names are not gendered, and they may take on multiple part long names. Some names may include; Kiki, Kli, Samak, Karuk, Hiko, Koko, Timik, Yamak, Suiho, or Kozi
Batfolk Traits
As a batfolk, you are able to fly and see without your eyes. 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 a batfolk requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Batfolk live comparably to humans and reach maturity by 16-17 years of age.
Alignment
Batfolk generally do not care for the idea of good and evil or lawful and chaotic. They have a wide variety of morals and ideals.
Size
Batfolk range from 4 feet tall to 6 feet tall. They tend to be more lithe, but can take on most body shapes. They typically weigh anywhere from 60-180 pounds. Their size is medium.
Speed
Your base walking speed is 30 feet.
Flight
You have a flying speed of 25 feet. To use this speed, you can’t be wearing medium or 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, Undercommon, and Night Tongue.
Darkvision
Your time spent in caves gives you increased visibility in the dark. You possess darkvision up to 60 feet.
Echolocation
By clicking your tongue, teeth, or throat, you can use echolocation to sense where you are. Harder surfaces provide more accurate results, such as stone or metal. You have blindsight in this way, up to 60 feet. You are aware of spells that give off any energy when cast. You have blindsight in this sense, but you can also sense invisible creatures when actively using your echolocation.
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