Homebrew Batkin Species Details
The Slumber Hills home many a creature, including folks who share similarities with bats.
Batkin, as they've come to call themselves, prefer to live simple lives away from the cacophony of noise in cities, towns and anywhere with others. This is due to their heightened sense of hearing, but below-average ability to see in certain conditions. Boasting big ears and leather-like wings, Batfolk might appear frightening, but are rather welcoming, as long as the gathering is in the caves in which they dwell.
Batkin Traits
Your Batkin character has the following racial traitsAbility Score Increase
When determining your character’s ability scores, increase your Intelligence score by 2 and one other ability score by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and Undercommon.
Creature Type
You are a Humanoid.
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.
Size
You can choose between being a Small or Medium creature.
Speed
Your walking speed is 30 feet.
Bat Flight
You have wings (whether connected from your arms, as a real bat would, or sprouting from your back) and a flying speed equal to your walking speed. This flight requires the use of your wings.
Bat Magic
You know the echolocation and goodberry spells. You can cast goodberry without expending a first-level spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any first-level spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence or Wisdom.
Bat Trance
When resting, you only need 4 hours of rest in a trance-like state to gain the benefits of a long rest. If meditating upside-down in such a state, you regain 1d4 temporary hit points.
Bat Sight
You have Blindsight. However, you have disadvantage on Perception checks in lit spaces, such as a meadow at mid-day. Perception checks you make at dawn and dusk are made normally.
Light Vulnerability
You are Vulnerable to Radiant damage.