Bevendre

Author, artist, critic, gamer and general annoyance
Skype: thefirstcynedian
Author, artist, critic, gamer and general annoyance
Skype: thefirstcynedian
  • Commissions
  • ask me anything
  • submit a post
  • rss
  • archive
  • I’ve been working on a campaign for D&D 5e and may have gotten slightly bored at work…. Look below for a homebrew race.

    Rumor holds that the Bat-Folk of the Underdark were once Halflings, enslaved by the Duergar, traded to the Drow, and touched by the Abyss.  Much like their overworld cousins, however, the Bat-Folk are small and unassuming, content to live apart from the other races of the Underdark. Sequestered in small, hidden communities they live out their days in peace, avoiding conflict where they can.

    Secretive and Slight

                   Bat-Folk avoid the hunting parties of Duergar and the high-standing Drow within their Underdark home by being quick to disappear in to the darkness or scree of the underground passages that honeycomb the world. Standing between 2 and 3 feet tall and coated in a fine velvety coat they are easily mistaken for large moles at a glance.  Closer inspection reveals extremely large ears, bright eyes, a lithe frame between 20 and 35 pounds, and noses that run the gambit from small and buttonlike to flat and splayed.

                   The coats of Bat-Folk are very fine and thin, ranging from pale grey to deep black, and even white among the clans who live in the mountains.  Aside from their coats they rarely have any discernible hair, though the coats atop their heads are often allowed to grow out longer.  Bat-Folk are bat-like primarily in appearance and have no natural wings, though many do have a small tail.  Many Bat-Folk see no issue with living naturally, but many take after their Halfling cousins by wearing simple clothes of colors that more easily allow them to blend with their surroundings.

                   The life of an average Bat-Folk is a quiet one, concerned foremost with the protection and safety of the colony, secondly by the joys of a practical meal and warm fire, and thirdly with reverence to their goddess, the Bat-Duchess Camilla who is believed to have spirited them away from Lolth when they were held by the Drow.  Many spend their time creating works of art and effigies to their beloved goddess.

    Loving Loners

                   Outside of their colonies Bat-Folk are typically quiet and slow to open up to strangers, especially those larger or more intimidating.  Because of their close family values, those who a Bat-Folk open up to are held with adoration and love, akin to family.  They are accustomed to simple life and living, but the glint of gold and the promise of the wider world hold more sway to many Bat-Folk than they would admit within their colonies.

    Colony Life

                   Bat-Folk within the Underdark live in closely-knit colonies, typically constituting 3-4 family units.  These colonies are generally led by a council of the eldest of the colony regardless of gender.  The location of these colonies are closely guarded, and an average Bat-Folk will sooner submit to torture and torment than betray the location of their colony.  Secluded, Bat-Folk subsist largely off of farmed cave insects and fungi, occasionally making close pacts with Myconids.

    Bat-Folk Names

                   Bat-Folk typically have a given name, and a family name which is very often shared by at least part of their colony.  Unlike most races, Bat-Folk do not differentiate between males and females with naming, but most names take on the soft screech of their speech.

    Given name: Chreep, Kikri, Arit, Aniti, Birini, Ukreet, Leelin

    Bat-Folk Traits

                   Bat-Folk share a number of traits with one another regardless of locale.

                   Ability Score Increase: Your Dexterity score increases by 2

    Age: Bat-Folk reach maturity at the age of 15 and can live up to the middle of their second century

    Alignment: Most Bat-Folk are lawful by nature due to their preference for a communal structure and tendency to follow the counsel of a council or elder.  Bat-Folk avoid the issues and troubles of other races, and do not lean towards good or evil, preferring a more neutral outlook.

    Size: Bat-Folk average 2.5 feet tall and weigh between 20 and 35 pounds.  Your size is Small.

    Speed:  Your base walking speed is 25 feet.

    Sound Sensitive:  Due to your large ears, you have advantage on any Wisdom (Perception) check involving sound.  You have Blindsight up to 30ft.  Thunder damage dealt to you deals an additional 1d6 damage.

    Nimble Fingers: You have natural proficiency in Sleight of Hand, and one set of Artisan Tools of your choice

    Languages: You can speak, read, and write Common and Undercommon

    Subrace:  There are two main subraces of Bat-Folk, dependent on where the colony has originated.

    Cave-Dweller

    Cave-Dweller Bat-Folk are most often considered true Bat-Folk, though they are somewhat wilder than the average idea of a Bat-Folk.

    Ability Score Increase: Your Constitution score increases by 1

    Brave: You are accustomed to the terrors of the Underdark.  You have advantage on saving throws against being frightened.

    Befuddling Shriek:  Your upbringing has made your voice a weapon against the unwary.  You are considered proficient with this attack and base damage is 1d4 psychic damage, using your Dexterity for attack/damage. This base damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. 

    Mountain-Dweller

    Mountain-Dweller Bat-Folk live in the mouths of caves and entrances to the Underdark at the highest peaks and furthest reaches of the world.  They have thicker coats and a heavy ruff of fur around the neck.

    Ability Score Increase:  Your Wisdom score increases by 1

    Fur Coat:  Due to your upbringing in cold climates and your thick coat you have resistance against cold damage.

    Winter’s Shriek:  Your upbringing has made your voice a weapon against the unwary.  You are considered proficient with this attack and base damage is 1d4 cold damage, using your Dexterity for attack/damage. This base damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. 

    • October 15, 2017 (3:56 pm)
    • 6 notes
    • #D&D
    • #5th edition
    • #bat-folk
    • #homebrew race
    1. crick-s-dnd-refs reblogged this from paramour-of-misery
    2. paramour-of-misery liked this
    3. greenfairycat reblogged this from bevendre
    4. bevendre posted this
© 2013–2023 Bevendre