Nimbat (5e Race)
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|A nimbat having a cookie. Source|
Nimbats are small, winged, cat-like, humanoid creatures. They have long, powerful legs; a sturdy, tapering tail; and bat-like wings. They are covered in fur, which ranges from tawny to brown, gray, black, or olive, sometimes with white, cream, or tan accents on the belly, hands, feet, or face. In addition, darker markings often frame the eyes above and below, preventing glare in bright sunlight. Their hands are dexterous, with a thumb and three fingers. Their ears are large, and stand up from the head.
Small, intelligent, winged, catlike humanoid creatures.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. A Nimbat reaches physical maturity at 12 years of age, is considered an adult at 20, and can live as long as 140 years.
Alignment. Elders are highly respected, and most nimbats follow the rules without question. They tend toward lawful and good.
Size. Nimbats are lanky and thin, with powerful legs, and wings with a 5 foot wing span. They weigh about 30-35 pounds, and are rarely taller than 3 feet. Your size is small.
Speed. Your base walking speed is 25 feet on two legs, or 35 on all fours. You have a fly speed of 50 feet, a hover speed of 25 feet, and are able to hover at up to 60 feet above ground level.
Cat-like Grace. If both hands are empty, a nimbat can run on all four legs, allowing it to move faster and ignore mundane difficult terrain. You have proficiency in the Acrobatics skill.
Flight. Nimbats are natural fliers, and can remain in the air at low altitude for hours without rest, though they usually make frequent stops for snacks. You have a fly speed of 50 feet. If you fly above 60 feet, you will descend your fly speed or until you reach a height of 60 feet at the end of your turn unless you use your action to maintain altitude. Actions taken above 110 feet which require a skill check or attack roll have disadvantage on the roll. You cannot fly if you are wearing armor you are not proficient in, or any Medium or Heavy armor; or if you are carrying more than half of your capacity. While walking, as long as your wings and tail are free to move and you are not overburdened, you have advantage on Acrobatics skill checks, and can jump 10 feet vertically as part of regular movement.
Elemental Connection. At level 1, you learn Magic Missile, at level 3 you learn Scorching Ray, and at level 5, Lightning Bolt. You can cast each of these spells once, and regain the ability to cast them after a long rest. Wisdom is your spellcasting ability for these spells.
Treasure Sense. Using an action, you can sense non-magical treasure, such as gold or gems, that is not being held by a creature, within a 60 ft. radius. This ability does not reveal the direction or distance to the treasure, just gives you a sense that there is something to be found nearby. You may use this ability up to 4 times, and restore all uses of the ability with a short or long rest. This ability does not work if the treasure is located in another dimension or plane of existence (such as inside a bag of holding) or inside of a magically locked container.
Languages. You can speak, read, and write Common and Sylvan.
Random Height and Weight
|2′ 7″||+1d6 in.||27 lb.||× (1d2) lb.|
*Height = base height + height modifier