Homebrew Kor Species Details

Kor live a sparse existence, traveling mercilessly light, carrying with them only the essentials. They value the portability of individual skill and strength of character over more "static virtues". A common Kor proverb is "We were not meant to put down roots. The heart is a moving organ". Kor claim their people are descended from the very spirits of the air, though if this is the case, little connection remains between them and their elemental forefathers save for their preternatural grace and a tendency to reach dizzying heights.

Despite their constant motion, Kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way.

Kor are masters of ropes, hooks, and blades, using them to travel and to hunt, and incorporating them into their spirituality. They rarely use unreliable devices such as crossbows to propel their grappling hooks onto cliff faces or flying game, relying instead of simple, sturdy rope and the skill of the arm. A hooked line is also a social and sacred symbol for the Kor, representing their connection to each other and to the world around them.

Kor Traits

Because of their wandering nature, Kor naturally tend towards exploration and adventuring. They make natural Rangers and Rogues, but many also become Clerics or Monks. A few Kor find their way as Fighters or Paladins, usually in the worship of Emeria, in the case of the latter.

Decathlete

You double your proficiency bonus on Athletics and Acrobatics checks.

Skysoul

You are have resistance against cold damage.

Windwalker

Once per long rest, you can summon the wind to do one of three things:

  • Gale dash - Propel yourself forward during an Athletics check, doubling your max jump distance.
  • Heavenly Strike - In conjunction with a DC 15 Acrobatics check, you leap to attack a target within 30ft, rolling a single attack with advantage. If the attack succeeds, you deal additional damage equal to your level.
  • Emeria's Grace - When you fall a great distance, you summon the wind to mitigate the damage sustained from the fall by 1/2.

This ability can only be used once per long rest.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increase by 1.

Age

Kor reach social adulthood at age 15, and can live to be as old as 200, though few live past 80 due to the highly dangerous tribal lifestyle they typically lead.

Alignment

Kor are prone to both lawful and chaotic alignments, but with heavy inclinations towards the morally good or neutral. Very few Kor exhibit evil tendencies, and those who do are almost always exiled from their tribe. 

Size

The most distinct features of Kor are light blue or white skin, slightly elongated skulls, and small barbels hanging from the chin (in males). Though slightly smaller than humans, they still tend to seem thin and lanky, with legs and arms that almost seem too long for their frames. Apart from this, there are few physical differences between humans and Kor; perhaps the Gods crossbred elementals with humans at some point in the distant past to create a new Slave Race. Because of these similarities, Kor and humans are perfectly capable of intermarriage and procreation, and such couplings are not unheard of in Zendikar, always resulting in Kor offspring.

Speed

Your base walking speed is 30 feet, and your climbing speed is 40 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Also, you know the Kor hand-semaphor code, which is used to communicate over distances too great to shout across.

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