Difference between revisions of "Korok (species)"

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<noinclude>{{Navi|RacesofLight}}
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<noinclude>{{Navi}}
</noinclude>{{stub|fluff}}
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__NOTOC__</noinclude>
{{Summary|Small, peaceful, immortal, and child-like plant creatures. Koroks can be hard to take seriously, but it's hard not to smile around them.}}{{RaceText}}
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{{PDF|http://legendsofhyrule.net/5e/images/0/0d/Korok.pdf}}
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{{Image|imagelink=https://zeldawiki.wiki/wiki/Korok|image=https://i.imgur.com/ypI2QPE.png|width=60%}}
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{{Summary|Small, peaceful, immortal, and child-like plant creatures. Koroks can be hard to take seriously, but it's hard not to smile around them.}}
  
==Character details==
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A '''korok''' is an oblong piece of hollow wood with tiny, stubby limbs that is given sentience by magic. Although koroks technically have no face, each one crafts a mask out of a large leaf to wear as though it was a face.
 +
 
 +
Koroks are animated entirely by mysterious means, with no functional organs or any need to eat or drink—though they still need rest. They don't even have proper mouths, with speech and other sounds emanating mysteriously from their insides. Strangely koroks make a jingling sound when they walk, suggesting there might be something inside those otherwise hollow bodies.
 +
 
 +
===Mystical Origins===
 +
According to legend, koroks were originally created millenia ago by the Great Deku Tree. Their purpose at one point was to spread plant life across the entire world. This legend suggests that every tree which still grows can trace its ancestry back to a seed planted by a korok. Regardless of whether or not this is true, modern koroks are indeed magical creatures seemingly unrelated to any other folks, and they retain an oddly deep knowledge of plants and the natural world.
 +
 
 +
Whether or not koroks still serve their legendary purpose, they are still created through mysterious means by the Deku Tree. Koroks themselves are created at the level of maturity they will seemingly always be, and do not have any distinction between adult or child—nor male and female, though some koroks adopt genders anyway.
 +
 
 +
According to some, millenia ago koroks once had a more [[hylian]]-like appearance. There are those who believe these koroks are no different from [[kokiri]], somehow.
 +
 
 +
===Time is Relative===
 +
Although koroks can seemingly live forever, none among them seem to remember the distant past. Even koroks themselves do not seem to know for certain if they die of old age. Some folks seem to believe a korok just quietly disappears one day.
 +
 
 +
===Puzzles & Playtime===
 +
A korok tends to be optimistic, curious, altruistic, excitable, energetic, and playful. Because a korok has few needs or obligations, one tends to live a simple and carefree life.
 +
 
 +
Koroks have no real need to take care of themselves, so long as they stay safe from monsters. Koroks even have magical flight and invisibility which help keep them save from such threats.
 +
 
 +
Most koroks like to spend their time creating puzzles for others to solve, or play games, Hide-and-seek is a particular favorite. The timeless perspective of a korok makes it easy for them to remain patient in one hiding spot for ages.
 +
 
 +
{{clear}}
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[[File:Korok crest.png|100px|center]]
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{{clear}}
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 +
==Lineage details==
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{{image|image=https://i.imgur.com/KsQQBOb.png|imagelink=https://zeldawiki.wiki/wiki/Korok|width=20%}}
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{{RT|Size}} A typical korok's height averages about 3 feet, although the rare giant korok has a height of around 8 feet. Your size is [[Small]]. If you have the giant korok heritage, your size is instead [[Medium]].<br/>
 +
{{RT|Age}} A korok is magically created and doesn't age. A korok might live to see over 100 years, but seems to lose its oldest memories over time. One usually retains a childlike innocence throughout its entire life.<br/>
 
{{RT|Alignment}} Koroks strive to populate the world with trees, preserve life, and eagerly help anyone who needs it. They have an overwhelming tendency towards all forms of good. <br/>
 
{{RT|Alignment}} Koroks strive to populate the world with trees, preserve life, and eagerly help anyone who needs it. They have an overwhelming tendency towards all forms of good. <br/>
{{RT|Age}} A korok reaches physical maturity after less than 2 years, but will likely live to see 200 years&mdash;or possibly even longer!  One usually retains a childlike innocence throughout its entire life.<br/>
+
{{RT|Diet}} As a korok, you have no need for food and water, nor do you have the organs to digest anything. You can still benefit from potions and other magic items, though.<br/>
{{RT|Diet}} Each day you normally require 1 pound of [[food]] and [[ration]] and 1 liter of water to avoid [[starvation]]. If you bathe in sunlight for at least 8 hours a day, you are nourished as if you had eaten enough food.<br/>
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{{RT|Names}} Korok names tend to be rather short, rarely consisting of more than two brief syllables. Koroks don't have gender differences and this is reflected in their names. Examples include Aldo, Chio, Daz, Drona, Elma, Hestu, Hollo, Irch, Kula, Linder, Maca, Makar, Oakin, Olivio, Pepp, Peeks, Natie, Rown, and Walton.
{{RT|Names}} Korok names tend to be rather short, rarely comprised of more than two brief syllables. Koroks don't have gender differences and this is reflected in their names. Examples include Aldo, Chio, Daz, Drona, Elma, Hestu, Hollo, Irch, Kula, Linder, Maca, Makar, Oakin, Olivio, Pepp, Peeks, Natie, Rown, and Walton.
 
  
 
{{RandomHeightWeight|1′ 8"|2d10|10|1d4|row1=Korok|row2=Giant Korok|6′ 0"|2d12|110|1d4}}
 
{{RandomHeightWeight|1′ 8"|2d10|10|1d4|row1=Korok|row2=Giant Korok|6′ 0"|2d12|110|1d4}}
 
  
 
==Character traits==
 
==Character traits==
{{RT}} Your {{cha}} score increases by 2.<br/>
+
{{RT|Fey}} Your creature type is [[fey]], not [[humanoid]]. You are unaffected by anything which only affects humanoids.<br/>
{{RT|Size}} A typical korok's height averages about 3 feet, although the rare giant korok has a height of about 9 feet.  If you are of the giant korok subrace, your size is Medium.  Otherwise, your size is Small.<br/>
+
{{RT}} Increase your {{con}} or {{cha}} score by 2.<br/>
{{RT|Speed}} Your base walking speed is 25 feet.<br/>
+
{{RT|Little Legs}} Your walk speed is reduced by 5 feet.<br/>
{{RT|Hybrid Nature}} You have two creature types: humanoid and plant. You are affected by a game effect if works on either of your creature types.<br/>
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{{RT|Natural Armor}} Your body is a form of wood. While you aren’t wearing [[attire]], your AC equals 12 + your {{dex}} modifier, but any fire damage you take is [[Max Damage|maximized]].<br/>
{{RT|Wood Armor}} Your skin is literally bark. Your [[Armor Class]] can't be lower than 12 + your {{dex}} modifier, regardless of what kind of armor you are wearing. If your Armor Class isn't otherwise at least this high, you are [[Damage Vulnerability|vulnerable]] to fire damage. You can't benefit from a [[shield]] in addition to this AC. <br/>
+
{{RT|Timeless}} You can [[camp]] without food, water, or shelter. You are immune to any effect that ages you.<br/>
{{RT|Korok Leaf}} As an action, you can create in your hands a {{MI|korok leaf}}. If this leaf takes any damage, it is destroyed. If you create a new leaf, the previous one is destroyed.  Once the leaf is destroyed, you cannot create a new one until you finish a [[short rest|short]] or [[long rest]].<br/>
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{{RT|Korok Leaf}} As a [[bonus action]], you can create a ''korok leaf,'' which takes the shape of a large leaf about two feet tall. If your hand leaves the korok leaf, it abruptly withers into nothingness. As an action, you can swing the ''korok leaf'' to create a line of [[strong wind]] 5 feet wide and 20 feet long, which persists until the start of your next turn.<br/>
{{RT|Korok Magic}} You know the {{Spell|Druidcraft}} cantrip. Once you reach 3rd level, you can cast {{Spell|Invisibility}} on yourself once with this trait, and regain the ability to cast it when you complete a [[long rest]]. You can also cast ''invisibility'' normally using [[magic points]] if you have them.<br/>
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{{RT|Korok Magic}} You know the {{Spell|Druidcraft}} cantrip. Once you reach 3rd level, you can cast {{Spell|Invisibility}} on yourself once, and regain the ability to cast it this way when you finish a [[long rest]]. {{cha}} is your casting ability for these spells.<br/>
 
{{RT|Languages}} You can read, write, and speak both {{L|Deku}} and {{L|Hylian}}.<br/>
 
{{RT|Languages}} You can read, write, and speak both {{L|Deku}} and {{L|Hylian}}.<br/>
{{RT|Subrace}} Korok subraces include flying, giant, and savant.  Choose one.
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{{RT|Heritage}} The Great Deku Tree seems to have created several types of koroks, each leaning towards their own purpose. You have one heritage of your choice from spirit of the forest, korok savant, and giant korok.
  
  
====Spirit of the Forest====
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===Spirit of the Forest===
Spirits of the forest are the most abundant of koroks, and the ones most talked about in old legends and rumors.
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Some say koroks were created to spread tree life throughout the world, and are solely responsible for many of the forests throughout the world. Some koroks carry on this legacy dutifully, while many others play carefree in the expansive forests that now cover so many corners of the world. Spirits of the forest are by far the most abundant form of koroks.
  
{{RT}} Your {{dex}} score increases by 1.<br/>
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{{RT}} Increase your {{dex}} score by 1.<br/>
{{RT|Tree Spirit}} Just a bit of the Great Deku Tree's vast wisdom and mystic power lives on in you.  Add a d4 [[bonus die]] to all {{wis}} [[saving throw]]s you make.<br/>
+
{{RT|Cultivator}} You have [[advantage]] on any [[ability check]] made to identify or cultivate plants.<br/>
{{RT|You Can See Me?}} You can use your action to [[Hide Action|Hide]] in any natural terrain, even if you don't have cover and aren't obscured.  When hidden in this way, you don't gain [[advantage]] on attack rolls as a result of being unseen.  You don't gain this benefit if you use your [[bonus action]] or a special feature to Hide instead.
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{{RT|Korok Copter}} While holding your ''korok leaf'' with one hand, as an action you can fly a distance up to 30 feet. The leaves rotate rapidly to keep your body aloft, like a helicopter. If at the start of your turn you're airborne due only to this fly speed, you can continue to hover in place indefinitely, but to fly again you must use this action again. You can use this action a number of times equal to your PB, and you regain all uses when you finish a [[long rest]].<br/>
 +
{{RT|You Can See Me?}} You can use the [[Hide]] action even if you're only [[lightly obscured]].
  
  
====Korok Savant====
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{{image|image=https://i.imgur.com/8knQRjr.png|imagelink=https://zeldawiki.wiki/wiki/Korok}}
Unlike many koroks, savants take to a particular area of expertise&mdash;whether it be playing an instrument, brewing potions, running a shop, or something else entirely. It is unknown if these koroks are intentionally designed this way by the [[Great Deku Tree|Deku Tree]], or if they take to it of their own free will. Regardless, a korok savant has comparatively limited flight capabilities.
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===Korok Savant===
 +
Unlike many koroks, savants take to a particular area of expertise—whether it be playing an instrument, brewing potions, running a shop, or something else entirely. It is unknown if these koroks are intentionally designed this way by the Deku Tree, or if they take to it of their own free will. Makar, Hollo, and Chio are korok savants.
  
{{RT}} Your {{int}} score increases by 2.<br/>
+
{{RT}} Increase your {{int}} or {{wis}} score by 1..<br/>
{{RT|Tool Proficiency}} Many korok savants adapt to a particular profession. You have proficiency in one [[artisan's tool]] or [[musical instrument]] of your choice.<br/>
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{{RT|Second Guess}} When you fail an [[ability check]] using {{int}}, {{wis}}, or {{cha}}, as a [[reaction]] you can [[reroll]] the d20 and use the new result if it is higher. You can’t do so again until you finish a [[long rest]].<br/>
{{RT|Knowledge}} Inborn with knowledge from the Great Deku Tree himself, you inherently have proficiency in the [[Nature]] skill plus one of the following: [[Arcana]], [[History]], [[Medicine]], [[Performance]], or [[Religion]].
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{{RT|Esoteric Knowledge|Skill Proficiency}} Inborn with knowledge from the Great Deku Tree himself, you inherently have proficiency in two skills of your choice from [[Lore]], [[Medicine]], [[Performance]], and [[Wilderness]].<br/>
 +
{{RT|Tool Proficiency|Minor Proficiency}} Many korok savants adapt to a particular profession. You have proficiency in one [[artisan's tool]] or [[musical instrument]] of your choice.<br/>
 +
{{RT|Forgotten Language|Extra Language}} You can read, write, and speak a language called {{L|Ancient}}—the old language of the Great Deku Tree.
  
  
 
====Giant Korok====
 
====Giant Korok====
Rarely, a korok can grow to several times the size of a normal korok. This giant korok is more physically formidable, but it lacks the special traits other koroks have.
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Rarely, a korok is created at several times the normal size, often resembling a tree in some superficial ways. This giant korok is more physically formidable, but it lacks the special traits other koroks have. Hestu is a giant korok.
 +
 
 +
{{RT}} Increase your {{str}} score by 1.<br/>
 +
{{RT|Big Steps|Speed}} Your walking speed increases by 5 feet, reversing the decrease from Little Legs.<br/>
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{{RT|Expand-a-Band-Band|Hauler}} When determining how many items you can [[carry]], treat your {{str}} score as being 5 points higher.<br/>
 +
{{RT|Hardwood}} Covered in wood thicker than most koroks, you shrug off attacks with surprising ease. Your maximum hit points increases by 1, and increases by an extra 1 each time you gain a level after 1st.
  
{{RT}} Your {{con}} score increases by 1.<br/>
 
{{RT|Big Steps}} Your walking speed increases to 35 feet.<br/>
 
{{RT|Tool Proficiency}} Some koroks specialize in music or crafts, and a giant korok is no exception.  You have proficiency in one [[artisan's tool]] or [[musical instrument]] of your choice.<br/>
 
{{RT|Hardwood}} With protective wood thicker than most koroks, you shrug off attacks with surprising ease.  Whenever you finish a [[short rest|short]] or [[long rest]], you gain {{thp}} equal to your [[proficiency bonus]].<br/><!--
 
{{RT|Giant Gust}} When you use a {{MI|korok leaf}} to cast {{S|Gale}}, you can affect a Large creature, and any creature of Medium size or smaller has [[disadvantage]] on its [[saving throw]].-->
 
  
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{{clear}}
 
{{RaceFeats|Korok}}<noinclude>
 
{{RaceFeats|Korok}}<noinclude>
[[Category:Races of Light]]
 
 
[[Category:Races]]
 
[[Category:Races]]
 
[[Category:Humanoids]]
 
[[Category:Humanoids]]
[[Category:Plants]]
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[[Category:Fey]]
 
[[Category:Korok]]
 
[[Category:Korok]]
 
[[Category:Uncommon]]
 
[[Category:Uncommon]]
  
  
{{Source|The Wind Waker|Breath of the Wild|Hyrule Warriors: Age of Calamity}}</noinclude>
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{{Source|The Wind Waker|Breath of the Wild|Age of Calamity|Tears of the Kingdom}}</noinclude>

Latest revision as of 22:14, 30 March 2024

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
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Conditions
Downtime
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encounters, progression, treasure, variant rules

Compendium

Languages
Feats
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Techniques
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spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
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A korok is an oblong piece of hollow wood with tiny, stubby limbs that is given sentience by magic. Although koroks technically have no face, each one crafts a mask out of a large leaf to wear as though it was a face.

Koroks are animated entirely by mysterious means, with no functional organs or any need to eat or drink—though they still need rest. They don't even have proper mouths, with speech and other sounds emanating mysteriously from their insides. Strangely koroks make a jingling sound when they walk, suggesting there might be something inside those otherwise hollow bodies.

Mystical Origins

According to legend, koroks were originally created millenia ago by the Great Deku Tree. Their purpose at one point was to spread plant life across the entire world. This legend suggests that every tree which still grows can trace its ancestry back to a seed planted by a korok. Regardless of whether or not this is true, modern koroks are indeed magical creatures seemingly unrelated to any other folks, and they retain an oddly deep knowledge of plants and the natural world.

Whether or not koroks still serve their legendary purpose, they are still created through mysterious means by the Deku Tree. Koroks themselves are created at the level of maturity they will seemingly always be, and do not have any distinction between adult or child—nor male and female, though some koroks adopt genders anyway.

According to some, millenia ago koroks once had a more hylian-like appearance. There are those who believe these koroks are no different from kokiri, somehow.

Time is Relative

Although koroks can seemingly live forever, none among them seem to remember the distant past. Even koroks themselves do not seem to know for certain if they die of old age. Some folks seem to believe a korok just quietly disappears one day.

Puzzles & Playtime

A korok tends to be optimistic, curious, altruistic, excitable, energetic, and playful. Because a korok has few needs or obligations, one tends to live a simple and carefree life.

Koroks have no real need to take care of themselves, so long as they stay safe from monsters. Koroks even have magical flight and invisibility which help keep them save from such threats.

Most koroks like to spend their time creating puzzles for others to solve, or play games, Hide-and-seek is a particular favorite. The timeless perspective of a korok makes it easy for them to remain patient in one hiding spot for ages.

Korok crest.png

Lineage details

Size. A typical korok's height averages about 3 feet, although the rare giant korok has a height of around 8 feet. Your size is Small. If you have the giant korok heritage, your size is instead Medium.
Age. A korok is magically created and doesn't age. A korok might live to see over 100 years, but seems to lose its oldest memories over time. One usually retains a childlike innocence throughout its entire life.
Alignment. Koroks strive to populate the world with trees, preserve life, and eagerly help anyone who needs it. They have an overwhelming tendency towards all forms of good.
Diet. As a korok, you have no need for food and water, nor do you have the organs to digest anything. You can still benefit from potions and other magic items, though.
Names. Korok names tend to be rather short, rarely consisting of more than two brief syllables. Koroks don't have gender differences and this is reflected in their names. Examples include Aldo, Chio, Daz, Drona, Elma, Hestu, Hollo, Irch, Kula, Linder, Maca, Makar, Oakin, Olivio, Pepp, Peeks, Natie, Rown, and Walton.

Random Height and Weight
Subrace Base Height Height Modifier Base Weight Weight Modifier
Korok 1′ 8" +2d10 10 lb. × (1d4)
Giant Korok 6′ 0" +2d12 110 lb. × (1d4)

Character traits

Fey. Your creature type is fey, not humanoid. You are unaffected by anything which only affects humanoids.
Ability Score Increase. Increase your Constitution or Charisma score by 2.
Little Legs. Your walk speed is reduced by 5 feet.
Natural Armor. Your body is a form of wood. While you aren’t wearing attire, your AC equals 12 + your Dexterity modifier, but any fire damage you take is maximized.
Timeless. You can camp without food, water, or shelter. You are immune to any effect that ages you.
Korok Leaf. As a bonus action, you can create a korok leaf, which takes the shape of a large leaf about two feet tall. If your hand leaves the korok leaf, it abruptly withers into nothingness. As an action, you can swing the korok leaf to create a line of strong wind 5 feet wide and 20 feet long, which persists until the start of your next turn.
Korok Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast invisibility on yourself once, and regain the ability to cast it this way when you finish a long rest. Charisma is your casting ability for these spells.
Languages. You can read, write, and speak both Deku and Hylian.
Heritage. The Great Deku Tree seems to have created several types of koroks, each leaning towards their own purpose. You have one heritage of your choice from spirit of the forest, korok savant, and giant korok.


Spirit of the Forest

Some say koroks were created to spread tree life throughout the world, and are solely responsible for many of the forests throughout the world. Some koroks carry on this legacy dutifully, while many others play carefree in the expansive forests that now cover so many corners of the world. Spirits of the forest are by far the most abundant form of koroks.

Ability Score Increase. Increase your Dexterity score by 1.
Cultivator. You have advantage on any ability check made to identify or cultivate plants.
Korok Copter. While holding your korok leaf with one hand, as an action you can fly a distance up to 30 feet. The leaves rotate rapidly to keep your body aloft, like a helicopter. If at the start of your turn you're airborne due only to this fly speed, you can continue to hover in place indefinitely, but to fly again you must use this action again. You can use this action a number of times equal to your PB, and you regain all uses when you finish a long rest.
You Can See Me?. You can use the Hide action even if you're only lightly obscured.


Korok Savant

Unlike many koroks, savants take to a particular area of expertise—whether it be playing an instrument, brewing potions, running a shop, or something else entirely. It is unknown if these koroks are intentionally designed this way by the Deku Tree, or if they take to it of their own free will. Makar, Hollo, and Chio are korok savants.

Ability Score Increase. Increase your Intelligence or Wisdom score by 1..
Second Guess. When you fail an ability check using Intelligence, Wisdom, or Charisma, as a reaction you can reroll the d20 and use the new result if it is higher. You can’t do so again until you finish a long rest.
Esoteric Knowledge. Inborn with knowledge from the Great Deku Tree himself, you inherently have proficiency in two skills of your choice from Lore, Medicine, Performance, and Wilderness.
Tool Proficiency. Many korok savants adapt to a particular profession. You have proficiency in one artisan's tool or musical instrument of your choice.
Forgotten Language. You can read, write, and speak a language called Ancient—the old language of the Great Deku Tree.


Giant Korok

Rarely, a korok is created at several times the normal size, often resembling a tree in some superficial ways. This giant korok is more physically formidable, but it lacks the special traits other koroks have. Hestu is a giant korok.

Ability Score Increase. Increase your Strength score by 1.
Big Steps. Your walking speed increases by 5 feet, reversing the decrease from Little Legs.
Expand-a-Band-Band. When determining how many items you can carry, treat your Strength score as being 5 points higher.
Hardwood. Covered in wood thicker than most koroks, you shrug off attacks with surprising ease. Your maximum hit points increases by 1, and increases by an extra 1 each time you gain a level after 1st.


Lineage feats

The following feats are exclusive to members of this lineage.

Name Effects


The material on this page is based primarily on content found in The Wind Waker, Breath of the Wild, Age of Calamity, and Tears of the Kingdom, which are all copyright Nintendo Co., Ltd.