Batfolk
Batfolk Race Details
While very dangerous when pushed to violence, Batfolk normally prefer to avoid conflict altogether unless the odds are stacked in their favor. Batfolk are shy and normally uninterested in the goings on in the world outside their subterranean homes. Most Batfolk grow up in small familial communities called "colonies," while others are known to live in abandoned buildings, towers, and sewer systems of cities. Those raised in colonies rarely leave home unless there is dire need. Batfolk raised in cities often find themselves involved with criminal elements that are happy to make use of the Batfolk’s natural gifts. They love being underground and in the dark and are typically uncomfortable above ground and in the light as it makes them feel exposed, though Batfolk living as adventurers manage to find a way to adjust. They love collecting stones, gems, silver, gold, and any valuable shiny object.
Physical Description
While they are all simply humanoids with bat like features many people are fearful of what they see as a giant talking bat. They have short brown, black, or gray fur and leathery wings on their back (Chiropteran variants have winged arms, instead). Batfolk are known to wrap their wings around themselves as a makeshift cloak, to help "blend in" with communities outside their own. They have luminescent eyes in shades of brown, amber, red, green, or yellow, as well as fangs. Batfolk can be as varied in appearance as their smaller feral counterparts, some having large ears and snub features of vampire bats while others have elongated snouts and almost canine features of fruit bats etc...
Relations
While uninterested in the goings on of the outside world, Batfolk may still find themselves interested in learning from the surface races. A Batfolk may harbor great distrust of dwarves, due to hostilities with the Duergar, Gray Dwarves, who've often made attempts to enslave them.
Names
Batfolk names are near impossible to pronounce in the tongues of other peoples of the world, due to the high-pitched squeaking nature of the language. Batfolk will often adopt names common within the society they're dealing with for convenience.
Batfolk Quirks
Being a Batfolk may carry some quirks. You may be more comfortable sleeping while using the claws on your feet to hang upside down, rather than a bed. Many Batfolk like collecting shiny rocks and gems and may be drawn to them, even willing to pay high prices just to add to their collections. As Batfolk may be socially shy in communities outside their own, they may hide in the back of the tavern, or cover their faces when out in public as to not draw untoward attention to themselves. They also like to eat bugs and may absentmindedly pick a bug off the ground, or fly up to snatch it, and scarf it down before remembering most societies might consider it disgusting to do so.
Batfolk Traits
As a Batfolk, you have certain traits in common with your people. Being able to fly starting at 1st level is exceptionally effective in certain situations and exceedingly dangerous in others. As a result, playing Batfolk requires special consideration by your DM.
Ability Score Increase
Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age
Batfolk reach maturity at approximately 10 years old and share a similar lifespan to Humans.
Alignment
Batfolk raised in colonies tend towards Neutral Good or Lawful Good alignment because colonies behave as large familial communities. Batfolk brought up in cities may fall into more chaotic alignments
Size
Batfolk stand in height similar to humans but tend to be leaner. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Flight
You have a flying speed of 30 feet.
Darkvision
Thanks to your nocturnal nature, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Echolocation
Your bat-like hearing makes you aware of your environment, though it requires focus. You have advantage on Wisdom (Perception) checks that involve listening, unless deafened. Additionally, as a bonus action, you make a high frequency sound that grants blindsight for 30 ft in all directions, lasting until the end of your turn. This effect does not go through walls or other solid material. Being in a silenced or deafened state will negate this ability until you are no longer silenced or deafened. You may use this ability twice per short rest.
Languages
You can speak, read, and write Common, Batfolk, and Undercommon.
Chiropteran Variant Details
Sharing a common ancestor with the Batfolk, the Chiropterans are physically less evolved and, typically, more feral. With wings attached to their arms instead of their backs, Chiropterans are faster in flight than their cousins. Although have much more trouble using weapons in flight, they can still use their vicious bite.
Chiropteran Traits
Winged Arms Chiropterans arms are their wings, with extra webbed fingers up to their wrist. While this makes them twice as fast as other Batfolk, they have disadvantage on use of any weapons and any spell casting that requires a somatic component as they have to maintain flight. While not in flight, their wings fold up against their arms. Chiropterans cannot use their wings while wearing armor that covers their arms. Flight Speed= 50ft
Bite Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. No disadvantage for this attack, while in flight.
Remove these ads. Join the Worldbuilders Guild
Comments