![](https://cdna.artstation.com/p/assets/images/images/002/406/128/large/maxime-bibi-21-forest-palace25.jpg)
Kai-rah (Bat Folk)
Lore on the kai-rah will go here.
Please ignore this space for the time being until lore is written about this race.
Kai-Rah Traits
Ability Score Increase Your Dexterity score increases by 1, and your Wisdom score increases by 1.
Age Kai-Rah reach maturity by age 5. Compared to humans, kai-rah don’t usually live longer than 40 years.
Alignment Due to their small numbers and statures kai-rah have a culture and society that revolves around their immediate family and community.
Members of such communities usually are lawful, where kai-rah separated from their groups tend to be more neutral or chaotic.
In any case, kai-rah are peaceful and social creatures aiming for good through relationships with other groups and mutual benefits through trade.
Size kai-rah are about 3 to 4 feet tall. They have small, lightweight bodies that weigh between 60 and 90 pounds. Your size is Medium.
Speed Your base walking speed is 25 feet.
Flight You have a flying speed of 40 feet. This speed is halved to 20 feet if you use medium armor, and not usable if you wear heavy armor or are encumbered. While flying that way, you cannot execute complex hand gestures, including attacks and somatic elements for spells.
Fangs You are proficient with this natural weapon, which deal 1d4 piercing damage on a hit.
Darkvision Accustomed to their nocternal lifestyle and the darkness of the caves where their kind resides, 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 colours in darkness, only shades of grey.
Sunlight Sensitivity While in direct sunlight, unless otherwise concealed or in dim sun light, you have disadvantage on, Dexterity and sight based ability checks, saving throws and all attack rolls.
Echolocation :: As an action, you can 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 or around walls or other solid material. Being in a silenced or deafened state will negate this ability until you are no longer silenced or deafened.
Sensible Hearing You have advantage on Wisdom (Perception) checks that involve listening, unless deafened.
While your keen hearing can be helpful, it is also one of your weaknesses. You are vulnerable to thunder damage, even if deafened.
Languages You can speak, read, and write Common and Undercommon.
Confusing Cry You can emit a high, piercing shriek designed to surprise and confuse predators. You can use an action to scream in a 10ft cone.
Each creature in the area must make a Constitution saving throw equal to 8 + your proficiency modifier + your Constitution modifier.
On a failed check, a creature takes 1d4 + your Constitution modifier of thunder damage and has disadvantage on attack rolls and ability checks until the start of your next turn. Creatures than can't hear you in the area don't receive any damage or effect.
Once you use this trait, you can’t use it again until you finish a long rest.
![](https://i.pinimg.com/originals/ce/d1/8b/ced18b91229639dd4781c9257761961e.png)
Practice
Safe
Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art: Skiorh
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search
More Credits
Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!