Homebrew Batfolk Species Details

Batfolk

Batfolk are a race that exist within small merchant communities throughout the world. They typically dwell within caves or within the underdark. They are renown as one of the few races to provide item transport and can be found happily wandering the roads at night. This is due to their naturally adept hearing. Because of this hearing a number of Batfolk have taken up lives are spies, informants, and rogues to a number of different patrons. Batfolk also have a keen eye for 'shiny' things and are known to be adept collectors of magical artifacts and wealth.

Batfolk Traits

Your batfolk character has the following racial traits.

Ability Score Increase

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

Languages

Your character can speak, read, and write Common and one other language that you choose.

Age

Batfolk typically mature at age 5 and live up to 45 years.

Alignment

Batfolk are typically very neutral but live in structured societies at home. Because of this they are typically Lawful, but can be Chaotic.

Size

Batfolk stand around 4-5 feet tall. You are Medium.

Speed

Your walking speed is 30 feet.

Darkvision

You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Magic Sight

Your keen senses can focus to see the presence of magic. You gain the ability to cast the detect magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

Nimble Flight

Thanks to your wings, you have a flying speed equal to your walking speed. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.

Silent Wings

You have proficiency in the Stealth skill.

Sunlight Sickness

While in direct sunlight, unless otherwise concealed or in dim sun light, you have disadvantage on Strength, Dexterity and Constitution based ability checks, attack rolls, and saving throws.

Sensitive Hearing

You have advantage on Wisdom/Perception checks that involve listening. However, you are also vulnerable to attacks that involve loud noise.

Echolocation

You have the ability to let out a cry that gives you 60 ft of blind vision in all directions. This functions as a bonus action in combat.

Bat Bite

You have the ability to bite with your fangs as a natural weapon. This deals 1d4+STR piercing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/10/2021 5:36:20 PM
9
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes