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Two VERY experimental Batfolk Races for Worldspire| The Yutec and the Zotz| Duality of bats in mythology.

Both of these races are definitely too powerful at the moment, but they are meant to be more of a proof of concept that is to be balanced later. 

These two batfolk races are at war with each other. Once, long ago, they were the same race, but they have become divided. The yutec maintain their connection to the sun and to their rain god. The zotz have fallen to the abyss and a powerful demon god of blood. Mechanically, this is represented in their duality. The Yutec are small, the Zotz are medium. The yutec summon healing rains, the zotz bring forth dark fires. The zotz see through echolocation, and yutec can target that in their war, giving them a slight edge. 


The Yutec live in lush rainforests and guard the underworld like cenotes and caverns their sister race thrives in.  They worship a god of rain and sun. 


The Zotz live deep underground and raid the surface, crawling up at night through the cenotes of Amayeca. They worship a demon god of blood and fire. 

# Yutec


### Yutec Traits

Your character gains bat-like capabilities.


***Ability Score Increase.*** Your Charisma score increases by 2 and your Constitution score increases by 1.        


***Age.*** 


***Alignment.*** 


***Size.*** Your size is small.  


***Speed.*** Your base walking speed is 25 ft. 


***Language.*** You can speak, read, and write Common and Yutecan. 


***Bat Wings.*** You have a flying speed of 30 ft. To use this speed, you can’t be wearing medium or heavy armor or be carrying more than half of your carrying capacity. You cannot take the attack action while flying, except to attack with your fangs. You cannot cast spells with somatic components while flying.   


***Fangs.*** Your long fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


***Purifying Rain.*** As a bonus action, you can cause a light rain to fall within 10 feet of you for 1 minute, or until you end it as a bonus action. For the duration, the rain douses all fires in the vicinity and all creatures within the rain have advantage on saving throws against disease. If they are already diseased, they may make a new saving throw against it, ending the affliction on a success.  


Once you have used this feature, you cannot do so again until you finish a long rest. 


***Sonic Pulse.*** You can use your action to emit a high pitched sonic pulse. It deals damage in a 15 foot cone. When you use your Sonic Pulse, all creatures in the area must make a Constitution saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 Thunder damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. 


After using your Sonic Pulse, you cannot use it again until you complete a short or long rest.


# Zotz


### Zotz Traits

Your character gains bat-like capabilities.


***Ability Score Increase.*** Your Strength score increases by 2 and your Charisma score increases by 1.        


***Age.*** 


***Alignment.*** 


***Size.*** Your size is medium.  


***Speed.*** Your base walking speed is 30 ft. 


***Language.*** You can speak, read, and write Abyssal, Common and Yutecan.  


***Echolocation.*** You have blindsight out to 50 ft. but are blind beyond that range. Whenever you take Thunder damage, you must make a DC 13 Constitution saving throw or be Blinded until the start of your next turn. Additionally, you are Blinded whenever you are Deafened or if you cannot make sound due to the *silence* spell or other similar effect. 


***Fangs.*** Your long fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


***Spider Climb.*** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.


***Maw of Seething Flame.*** Starting at 3rd level, you can use your action to cause your sabre-toothed maw to be engulfed in abyssal flame. The flame is typically blue, black, or red, but can be any color you choose. During it, your fangs become magical weapons, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.


Once you use this trait, you can't use it again until you finish a long rest. 


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