Difference between revisions of "Korok (species)"

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{{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/>
 
{{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/>
 
{{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|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|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|Unique}} 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/>
{{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|Cantrip}} [[Category: 3-point spell trait]] 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/>
 
{{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.
 
{{RT|Subrace}} Korok subraces include flying, giant, and savant.  Choose one.
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{{RT}} Your {{dex}} score increases by 1.<br/>
 
{{RT}} Your {{dex}} score increases 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/>
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{{RT|Tree Spirit|Saving Throw d4}} 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/>
'''''You Can See Me?''''' You can [[Hide Action|Hide]] in any natural terrain or phenomenon even if you are only [[lightly obscured]].
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'''''You Can See Me?''''' [[Category:Mask of the Wild trait]] You can [[Hide Action|Hide]] in any natural terrain or phenomenon even if you are only [[lightly obscured]].
  
  
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{{RT}} Your {{int}} score increases by 2.<br/>
 
{{RT}} Your {{int}} score increases by 2.<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|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|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|Knowledge|Skill Proficiency}} 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}} Your {{con}} score increases by 1.<br/>
 
{{RT}} Your {{con}} score increases by 1.<br/>
{{RT|Big Steps}} Your walking speed increases to 35 feet.<br/>
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{{RT|Big Steps|Speed 35}} 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/>
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{{RT|Tool Proficiency|Minor 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|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]].-->
 
{{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]].-->

Revision as of 20:16, 5 December 2020

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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
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

This page or section is incomplete, and will eventually be expanded with more information. While mechanically complete, the current flavor and description are unsatisfactory.

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 will likely live to see 200 years—or possibly even longer! One usually retains a childlike innocence throughout its entire life.
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.
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.

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

Ability Score Increase. Your Charisma score increases by 2.
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.
Wood Armor. Your skin is literally bark. Your Armor Class can't be lower than 12 + 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.
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 points if you have them.
Languages. You can read, write, and speak both Deku and Hylian.
Subrace. Korok subraces include flying, giant, and savant. Choose one.


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.

Ability Score Increase. Your Dexterity score increases by 1.
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 Wisdom saving throws you make.
You Can See Me? You can Hide in any natural terrain or phenomenon even if you are 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. Regardless, a korok savant has comparatively limited flight capabilities.

Ability Score Increase. Your Intelligence score increases by 2.
Tool Proficiency. Many korok savants adapt to a particular profession. You have proficiency in one artisan's tool or musical instrument of your choice.
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.


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.

Ability Score Increase. Your Constitution score increases by 1.
Big Steps. Your walking speed increases to 35 feet.
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.
Hardwood. With protective wood thicker than most koroks, you shrug off attacks with surprising ease. Whenever you finish a short or long rest, you gain temporary heart points equal to your proficiency bonus.

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, and Hyrule Warriors: Age of Calamity, which are all copyright Nintendo Co., Ltd.