Kiggaroo (5e Race)
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The Kiggaroo are an Elder Draconic species centered around the elements and their physical nature. These Cervidae-based creatures [Deer] are fairly simple in overall design. They range from 4 foot to 7 foot, and are Bipedal in nature. They come in a variety of colors and shapes, some even known to have fins and feathers.
These "Kiggaroo" are extremely intelligent and have come to make their own kingdoms and villages, acting in a civilized manner when approaching others.
History and Society
PLEASE NOTE: Full history is currently in progress.
Kiggaroo’s are an Elder Draconic species centered around the elements and their physical nature. These Cervidae-based creatures have evolved to be anthropomorphic in nature and have learned to master the magic that lies within them.
There are 6 different "Kingdoms" that reside in their lands. These 6 kingdoms have developed their own culture and even have become subspecies to the original Forest Kingdom! Each different Kingdom can have different basic physical traits, although the Kiggaroo can live in different Kingdoms that what their personal traits reflect.
Forest Kingdom, Sky Kingdom, Cave Kingdom, River Kingdom, Ocean kingdom, Desert Kingdom
Society and Rulers
Kiggaroo are an intelligent species that have built their own Kingdoms, cities, and societies. They don't believe in separation based on wealth. They do have leaders to keep an order and balance, but they don't follow the generally accepted currency or idea of wealth.
Kiggaroo society thrives from the simple barter system. If travelling to another land where gold is the standard for trade, they will bring gold with them generally.
The Kiggaroo do have leaders, Kings and Queens, however they are not simply decided by lineage. If the next in line through the King and Queen wants to ascend to the throne, they will be trained and brought up to know how to lead, but they do have the choice to decline the throne for other life choices. In such case, someone else will be voted in and trained, and anointed as the next leader in line when the current leader retires. Likewise, if the next in line through bloodline isn't fit to lead, they will not be the next on the throne. The Kiggaroo will do what is best for all, as it is a matter of taking care of their people, not blindly following a name. ' Your bloodline does not make you a leader, your ability to lead does.'
The leaders, be it Kings or Queens, of the Kiggaroo do often travel through the different Kiggaroo Kingdoms, checking on how their people are doing and finding out any necessary changes that may need to take place. A well traveled leader is a well loved leader. Sometimes, the King or Queen will travel to the other races Kingdoms as their own Ambassadors, or often, to help in learning to rule, they will send the next in line for the role of the leader.
Kiggaroo Example Names
Kiggaroo names are generally gender neutral, and can relate to different plants, but there is no restrictions on names. Here are a few examples.
Asper, Aquarium, Augur, Buddy, Celina, Echo, Eldroch, Evergreen, Harvey, Ivy, J.J., Kavern, Ophelia, Prince, Revvy, Sora, Yuvon.
Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 1.
Age. A Kiggaroo will begin travelling and adventuring on their own after they are about 130 years old.
Life Span: Kiggaroo can live a max of about 500 years at most.
Newborn Infant: Birth - 5 Years
Toddler: 5 Years - 30 Years
Adolescent: 30 Years - 100 Years
Teenager: 100 Years - 150 Years
Young Adult: 150 Years - 200 Years
Adult 200 Years - 425 Years
Elder: 425 Years - 500 Years
Alignment. Typically Kiggaroo are more neutral as a species. Individually, they can be any alignment depending on their personal background.
Size. Kiggaroo generally range between 4 feet up to 7 feet and have a slightly larger build than a human. Their size is still considered medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, Draconic, and Sylvan.
Subrace. Kiggaroo live in a wide variety of environments. Choose one of the following subraces:
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Senses. You have proficiency in the Perception skill.
Ability Score Increase. Your Strength score increases by 1.
Swim Speed. You have a swimming speed of 30 feet.
Amphibious. You can breathe both air and water.
Aquatic Weapon Proficiency. You gain proficiency with the trident and net. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with nets. Additionally, attacking at long range doesn't impose disadvantage on your ranged attack rolls with a trident or net.
Random Height and Weight
|4′ 0″||+3d12||150 lb.||× (5d10) lb.|
*Height = base height + height modifier