Batfolk image
Batfolk

The batfolk live in caves in the hills of Kelar, and prefer to be near a forest.
They are a shy people, who will when possible avoid conflict and social interactions with those not of their own species.Only engaging in the fight if the odds are stacked in their favour or if they have no other choice.
They have a love of shiny objects and as such like to collect treasure, it is a hobby of theirs to sneak into a dragons lair and steal loot without being noticed, which thanks to their sonar they succeed at most often.

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 emit 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
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.
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. increased to 50 feet
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.


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