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Chiropteran

Similar to vampires in that they are hematophagous creatures that look and act much like a traditional vampire, but with one crucial difference: they are fully alive instead of being undead. They do however suffer from solar urticaria (a rare allergic reaction to sun exposure) as well as beta thalassaemia major (a blood disorder where the body doesn’t make enough hemoglobin) and are either hematophages or have regular transfusions.

ability score increase: Your Intelligence score increases by 2
age:
Size: Medium
speed: You have a flying speed of 30 feet in addition to your walking speed
Languages:
parent race: [blocklink:

Anivails

Anivails have been genetically mutated over generations from exposure to the Aureum of the nature spirits they worship. Close contact to their magic and blessings from Genii have bestowed them with animalistic traits that have developed over thousands of years of evolution.

ability score increase: Your Dexterity and Constitution score increase by 1.
age: Anivails come of age in their teens and rarely exceed one century, similar to humans.
alignment: While anivails have no innate tendency towards good or evil, their animalistic nature and history of suppression and revolt leave most tending towards the more chaotic alignments.
Size: Medium
speed: You have a walking speed of 30ft
Languages: You can speak, read, and write Common and Sylvan.
sub races:
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race features:
Beast Senses. You have proficiency in Perception and 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 colour in darkness, only shades of grey.
Natural Weapons. Your Animal Aspect manifests as teeth, claws, horns, stinger, or some other body part that animals use to defend themselves. You gain a natural weapon that you are proficient with that deals 1d4 of either bludgeoning, piercing, slashing, poison, or acid damage. Once chosen you cannot change your natural weapon.
Subrace. Every anivails connection to nature manifests as an Animal Aspect. Because animals can come in all shapes and sizes, Anivail come in a great variety of forms. Select one of the following sub-races to develop as your Animal Aspect. Remember, Animal Aspects not only influence your physiology, they also impact your personality.

Description:

For the most part, anivails bear a striking resemblance to humans, in both form and function. But for most, it is easy to differentiate between the two because every anivail has an Animal Aspect. Every anivail is born with a deep connection to the beasts of the world, which each embodies in their Aspect, giving each Faunus traits of a specific beast. Animal aspects always manifest themselves physically, giving an Anivail one or more body parts reminiscent of their bonded animal, such as cat ears, monkey tails, deer antlers, chameleon skin, and so forth. Aspects also manifest in more minor ways, such as eye color and shape, general hairiness, or sharp teeth. Even personality is determined in some form by aspect; aspects of prey species are often shy and meek, those of bulls are often brash, and those of cats are independent and aloof.

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race features:
Bat Roost. When grabbing fixtures on a ceiling (such as chandeliers or stalactites), or long appendages sticking out (such as a flagpole sticking on the side of a building or branches of trees), you can hang upside-down on them without making an ability check, as long as you occupy both your hands with the task. You cannot hang upside down on smooth surfaces where there's nothing to grab onto.
However, you don't share the physiology of a real bat and have human hands instead of claws and human circulatory system, so eventually the blood will rush to your head and you will lose your grip. Thus, you can only hang like this for a minute without moving. At the end of the minute, if you did not move or succeed on a dexterity saving throw, you start falling.
Bat Wings. In addition to your ears and tail, you have bat wings between the shoulder blade and hip area and you gain a flight speed of 30 feet.
However, due to your short wingspan relative to your body mass, while flying if you do not move at least half your speed during your turn, you fall to the ground. If you are wearing armour you are not proficient in or any medium or heavy armour, you are unable to gain lift and may not fly.
Echolocation. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 10 feet. You can't use your blindsight while deafened and creatures with keen senses can hear the small clicks you emit to do so, giving you disadvantage on Stealth checks while perceiving i this way.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the bite.
Or
You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Description:

You have the large wide ears of a bat, bat wings growing out your back, and possibly a tail if your species had one.


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