Homebrew Macrite Species Details

Macrite are tall, slim humanoid creatures with bat-like features. From their chiropteran ancestry, they get their dark leathery skin, short fur and thick wings attached beneath their arms from wrist to waist. Their colour can vary around shades of black, brown and grey - depending on their parents colouring. They have large pointed ears and big round eyes that often give them a meek, unthreatening appearance.

Macrite are often religious folk, unfamiliar with life outside of their home towns. They live in large cities in caves, either subterranean or high up in the mountains. Within these caves, ancient Macrite spent centuries creating immense, intricately carved temples that usually hold an entire cities worth of peoples. These cities are sanctuaries of knowledge and prayer, with a culture of calm and balanced people, aside from the rare oddball or crazed heretic. Their is rarely any openly discussed conflict between Macrite as they are generally polite and accepting, but the norms of not speaking out have been known to create large cracks that have to be dealt with amongst the city.

Macrite people are accepting of other races, with very little prejudice or malice, though most outside of the Macritan culture don't understand it and travel between Macritan cities and the outside world is mostly just for tourism and 'spirit journeys'. Macrite usually value their hometowns highly, even if they do choose to leave them. Loyalty and community are key values every Macrite is raised with. 

Scholars, researchers and educators are amongst the most valued roles in the social hierarchy. Whether it is the study of religion, magic, nature or science, academia is an important part of almost every Macrite's upbringing. Those that don't choose to pursue this later in life are not particularly looked down on, but those that do often have higher places in the cities and temples. Macritan culture considers innate curiosity to be the most powerful force within oneself, whether its a fascination with the stars or a passion for enchantment, it is to be nurtured and celebrated.

Macrite Traits

Macrite are very distinctive in their features..

Ability Score Increase

You can increase your Wisdom or Intelligence by 2, or increase both by 1.

Age

Batfolk tend to mature around the age of 20. They however live very long lives, usually 2-3 centuries.

Alignment

Bat-folk tend towards order, valuing knowledge and peace over violence or chaos. It is somewhat rare to find batfolk with strong bents to either good or evil as they tend to keep to themselves, but those that venture out into the world may have stronger views than those who choose to stay in.

Size

Batfolk are usually between 5 and 6 feet tall, but are often hunched over and appear shorter. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Scholarly Upbringing

You gain proficiency in the History skill and one of the following: Arcana, Nature or Religion.

Echolocation

You can use a form of echolocation to view your surroundings, allowing you to see normal line of sight for 120ft, unaffected by dark conditions that are non magical. This does not allow you to discern colour or material. This feat is available when blinded but not available when deafened.

Winged Arms

When a macrite falls they can use their wings to glide safely down as a reaction, similar to Feather Fall. To slow yourself to a glide you must make a DC 5 dexterity check so it is possible, though unlikely, that you fail.
If you succeed you don't take any fall damage when landing, and you can control your movement while falling - including reducing your fall to 60 dm per round and moving at a speed of 30 dm per round horizontally.

Languages

You can speak, read, and write Creature-Common. You can communicate with fellow batfolk in creature-common at ultrasonic frequencies that other races can't hear.

Comments

Posts Quoted:
Reply
Clear All Quotes