Kig-Yar (5e Race)
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|An anatomical T-pose of a Ruutian Kig-Yar Source|
The Kig-Yar are a diverse species of avian-like aliens. Possessing reptilian skin, digitigrade legs fit for fast movement, and a keen set of senses, they are often used as snipers, scouts and shock troops for hire. Their slouched posture also lends well to the use of a shield, allowing them to take up a defensive back-line role; even amongst other, far stronger species.
Kig-Yar society was once wholly divided into clans that sailed across the seas as pirates, raiding the encampments and settlements of rival clans that dotted the scattered archipelagos around Ruuht. When the overwhelming Covenant military juggernaut arrived on Kig-Yar home world of Eayn, however, the pirates and militia joined forces in an attempt to fend off the alien intruders.
At first, the Covenant arrived on the Kig-Yar home world with small contingent fleets. These fleets were directly attacked by ruthless Kig-Yar pirates and mercenaries, leading to a long naval war on the seas. Despite the sheer strength and numbers of the Covenant, the Kig-Yar used Eyan's seas to their advantage. It was difficult for the larger Covenant ships to maneuver through Ruuht's abnormally rocky shores and dense surrounding archipelagos compared to the Kig-Yar's smaller vessels.
The war between the Covenant and Kig-Yar forces culminated in sieges of redoubts on the islands surrounding the Ruuhtian mainland. Eventually, realizing the unlikelihood of them winning the war and the opportunity to profit from the expansion of trade, they accepted Letters of Marque: commissions from the Ministry of Tranquility to engage in the services of the Covenant, though often this was merely used as an excuse to continue their plundering lifestyle. The Kig-Yar would spend much of their time preying on the ships of the Covenant's enemies, such as humanity.
Unisex: Bok, Chur, Jak, Reth, Sav, Fel, Yeg, Zhar (These names are merely monikers given by those that cannot pronounce Kig-Yar words.)
An avian race native to Eyan, they serve the Covenant as shock troops, snipers, scouts and defensive back line infantry.
Ability Score Increase. Your Dexterity score increases by 2. You Intelligence score is decreases by 1.
Age. Kig-yar can mature in as little as 8 years and rarely live more than 50.
Alignment. Almost all kig-yar gravitate naturally towards privateering and mercenary work, willingly cooperating in large groups while ignoring the law to better serve their own ends. For this reason, kig-yar societies are often described by humans as an 'ordered-chaos'; each citizen sustained by each other's mutual greed.
Size. Kig-yar may stand up to 6 and a half feet tall though often slouch to below 5 and a half feet during regular activity. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Defensable Figure. You gain a +1 bonus to your Armor Class while you have a shield equipped.
Kig-Yar Combat Training. You have proficiency with the shield, shortbow, light crossbow and hand crossbow.
Languages. Due to your differing vocal tract you cannot speak a non-avian race's language beyond simple phonetic mimicry. You can speak, read, and write Sangheili, though your pronunciations for each word and phrase are vastly different from the native. If your campaign doesn't use such a language you can instead, understand, read, and write Common.
Subrace. Your subraces are: Ruutian, Ibie'shan, T'vaoan. Pick one.
Ruutian Kig-Yar, by far the most common of their kind, have a very avian appearance. They diverged from the Ibie'shan sub-species thanks to different selection pressures present on the supercontinent of Ruuht. These pressures forced them to evolve from their more reptilian ancestors, to their more avian appearance.
Jackal Marksmanship. When you roll a 1 on a ranged weapons damage roll, you can reroll the die and must use the new roll.
Large Eyes. You have advantage on saving throws against being blinded.
Due to long periods of isolation from their Ruutian cousins, the Ibie'shan Kig-Yar have diverged in evolutionary terms from the majority of their species, to deal with different selection pressures. Ibie'sh, their home continent, is an isolated volcanic island on Eayn, whose conditions favour those Kig-Yar with more reptilian than avian traits. It is believed that these are actually characteristics that Ibie'shans retain from their ancestors, while the other sub-species of Kig-Yar have lost them.
Jackal Marksmanship. When you roll a 1 on a ranged attack or damage roll, you can reroll the die and must use the new roll.
Volcanic Heritage. You have advantage on saving throws against the effects of Extreme Heat, as described in chapter 5 of the Dungeon Master’s Guide. Additionally, you can see when vision is lightly obscured by ash, smoke or dust within 60 feet as if it were unobscured, and when heavily obscured as if it were lightly obscured instead.
T'vaoan are of the same species as the more common, lightly-built Ruuhtian Kig-Yar, but they are much faster, stronger, can jump higher and are more agile. In addition, they sport manes of feathers rather than quills. They serve as Covenant shock troopers.
Ability Score Increase. Your Constitution score increases by 1.
Skirmisher Shock Tactics. During the first round of combat your walking speed is increased by 10 feet and you have advantage on your first attack roll.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 9″||+3d4′||182 lb.||× (4d8) lb.|