Homebrew Batfolk Species Details
The Batfolk are found in elaborately built cities in the top of caverns, ravines, and mountains. They're fairly uncommon the Atlas Seas due to their reclusive nature.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Beak and Feather
From below, batfolk look much like large bats. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, batfolk might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Sky Wardens
Nowhere are the batfolk more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Once airborne, an batfolk leaves the sky with reluctance. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.
Bat-like Mannerisms
The resemblance of batfolk to bats isn’t limited to physical features. Batfolk display many of the same mannerisms as ordinary bats. They can only see through the use of Echolocation, requiring sound.
Confinement terrifies the batfolk. To be grounded, trapped in the sun, or imprisoned by the cold, unyielding earth is a torment few batfolk can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most batfolk live on the Elemental Plane of Air. Batfolk can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of batfolk tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.
Once tribes of batfolk settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.
Batfolk Traits
As an batfolk, you have certain traits in common with your people. 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 an aarakocra requires special consideration by your DM.Sunlight/Sound Sensitivity
- Sunlight Sensitivity: When in sunlight, Batfolk have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
- Sound Sensitivity: Batfolk are vulnerable to Thunder Damage. At the decision of the Dungeon Master, you also have disadvantage on any checks that require sound.
Echolocation
As a free action, you can send out a small frequency that sends out for 100 ft, allowing you see every creature in the vicinity, ignoring the Blindness condition. As a bonus action, you can also echolocate and see creatures that are Invisible or Stealthing. You can do this a number of times equal to your Constitution Modifier.
Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment
Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size
Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Flight
You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Bite
The Batfolk have sharp fangs and live a primarily hydro-centric life. As such, they have an unarmed strike with their teeth that give them a bite attack that deals 1d4 piercing damage. When you bite someone you can make a Grapple Check to latch on, allowing you do an additional 1d4 piercing damage as a bonus action on each turn you have a creature grappled.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.
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