Mezzana Batfolk (5e Race)
Mezzana Batfolk[edit]
Physical Description[edit]
M. Batfolk range in height from two and a half to six feet in height, depending on their bloodline. They tend toward overall dark colors, with some high lights and small patches of vibrant colors on some bloodlines.
History[edit]
M. Batfolk are historically nomadic, only establishing long-term residence in ruins and similar places. Owing to their poor eyesight, they rarely keep written records. Their history is largely lost.
Society[edit]
M. Batfolk are mostly found in close-knit nomadic communities. They are generally xenophobic, but rarely militant, and would prefer to resort to evasion, packing up and leaving if they find themselves with disagreeable neighbors. Commonly encountered "disagreeable neighbors" are ratfolk, who can be similarly nomadic and also have a magnetic attraction to the ruins of other sentient species' settlements.
When a being possessed only of the normal senses familiar to humans enters a Batfolk enclave, they would find it to be insufferably dark, and once illuminated, completely unremarkable. They may notice strange patterns of textures on the walls and floors. When a creature with Blindsight perceives these patterns and textures, however, they resolve into grand portraits and landscapes, often tens of feet, and sometimes spanning an entire wall of a building. Rather than pigments or stark reliefs, these patterns are made by dimpling, scratching, pitting, or polishing a surface, altering its acoustic properties to make defined patterns when echolocated against.
Mezzana Batfolk Names[edit]
Batfolk have short names, usually with only one or two each of consonant and vowel sounds, and usually quite pronounced sounds at that.
Male: Bleu, Mikah, Perue
Female: Lucey, Neue
Mezzana Batfolk Traits[edit]
Bat-people with terrible eyesight, flight, and darkvision.
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Age. Mezzana Batfolk learn to fly at 8 years old, and are both fully mature and considered adults capable of adventuring at 10. Their natural lives generally come to an end before 100 years, but some have lived for just over 200.
Alignment. Mezzana Batfolk have a weak tendency toward true neutrality. Their lack of record keeping and law writing, contrasted against thier tendency toward colony cohesion, result in societies that do not tend to foster extremes.
Size. Mezzana Batfolk vary somewhat in height, between two and a half to four feet tall on average. Some specimen can be as tall as six feet. Your size is Small or Medium.
Speed. Your base walking speed is 20 feet. Your flying speed is 40 feet, and you may hover. You cannot fly in medium or heavy armor, or with a medium or heavy load. You have a Climb speed of 10.
Blindsight 60ft. You can perceive your surroundings, to a distance of 60 feet, via echolocation.
Echolocation. You can't use your blindsight while deafened.
Minor darkvision 10ft. You can see in dim light or total darkness within 10 feet as if it were bright light.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Notably, Batfolk can negate this disadvantage by simply closing their eyes when using thier blindsight within 60ft.
Big Ears. You add your twice your proficiency bonus, instead of any other proficiency benefits, to Wisdom (Perception) checks relying on sound. You can also hear noises above and below normal human hearing frequencies, such as dog whistles and giraffe sounds.
Extreme Sleeper. You must sleep eight hours per day, giving you no free time during a typical Long Rest. You can sleep clinging to walls, or even upside-down. Your sleep is not disrupted by any lights or sounds which do not harm you and which you wish to sleep through. Additionally, you are entitled to active Wisdom (Perception) checks to listen to your surroundings while resting, and may wake up, instantly ready to fight or flee (jump to your feet or immediately begin hovering, instantly equip any weapon on your person), if you hear something unexpected.
Fluffy. You have an Armor Class of 11 plus your Dexterity modifier, when unarmored. In addition, you may add twice your proficiency bonus bonus to constitution saving throws against the affects of hot and cold weather, instead of other proficiency benefits.
Languages. You can speak, read, and write Common and Draconic, albeit with a distinctively squeaky and click-laced accent.
Back to Main Page → 5e Homebrew → Races