Difference between revisions of "Korok (species)"
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==Player-character details== | ==Player-character details== |
Revision as of 18:49, 18 January 2020
This page or section is incomplete, and will eventually be expanded with more information. |
Player-character details
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.
Age. A korok reaches physical maturity after less than 2 years, but can live to be up to 200 years. One usually retains a childlike innocence throughout its entire life.
Diet. Each day you normally require 1 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 a ration.
Names
Korok names tend to be rather short, rarely comprised of more than two brief syllables. Examples include Aldo, Chio, Daz, Drona, Elma, Hestu, Hollo, Irch, Kula, Linder, Maca, Makar, Oakin, Olivio, Pepp, Peeks, Natie, Rown, and Walton.
Subrace | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Korok | 1′ 8" | +2d10 | 10 lb. | × (1d4) |
Giant Korok | 6′ 0" | +2d12 | 110 lb. | × (1d4) |
Player-character traits
Ability Score Increase. Your Charisma score increases by 1.
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.
Speed. Your base walking speed is 25 feet.
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.
Wooden Armor. Your skin is literally bark. Your Armor Class can't be lower than 13 + your Dexterity modifier, regardless of what kind of armor you are wearing. If your Armor Class isn't otherwise at least this high, you are vulnerable to fire damage. You can't benefit from a shield in addition to this AC.
Naturalist. You have proficiency in the Nature skill.
Korok Leaf. As an action, you can create in your hands a 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 or long rest.
Korok Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast 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 or stamina points.
Jingle. Your body produces an unusual jingling noise whenever you move, which grows louder the more violently you move. You have disadvantage on Dexterity (Stealth) checks to move quietly.
Languages. You can read, write, and speak both Deku and Hylian.
Subrace. Korok subraces include flying, giant, and savant. Choose one.
Flying Korok
Most koroks are able to fly with a unique and magical method, and they are largely defined by this capability.
Ability Score Increase. Your Dexterity score increases by 1.
Korok Copter. So long as you hold onto a korok leaf with one hand, the wings provide enough lift to give you a fly seed of 25 feet. Maintaining flight requires dedication from this hand, preventing the hand from being used for anything else, but otherwise maintaining flight or hovering in place is effortless for you.
Giant Korok
Rarely, a korok can grow to several times the size of a normal korok. This giant korok is of comparatively greater strength and speed, but its bulk greatly weakens its ability to fly.
Ability Score Increase. Your Strength and Constitution scores both increase by 1.
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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. Regardless, a korok savant has comparatively limited flight capabilities.
Ability Score Increase. Your Intelligence score increases by 2.
Tool Proficiency. Most savant koroks adapt to a particular profession. You have proficiency in one artisan's tool or musical instrument of your choice.
Knowledge. You have proficiency in your choice from one of the following skills: Arcana, History, Medicine, Performance, or Religion. Alternatively, you can gain proficiency in any tool of your choice.
The material on this page is based primarily on content found in The Wind Waker and Breath of the Wild, both of which are copyright Nintendo Co., Ltd.