Kor (5e Race)
From D&D Wiki
Deeply reverent of the land and its sacred sites, the nomadic Kor live a sparse existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility they seem almost to take flight.
Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All Kor have slightly pointed ears, and most males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.
The Kor of Zendikar live a sparse and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more "static" virtues. Despite their constant motion, the Kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across the Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way.
Kor have a strong sense of order in their communities and traditions that keep them together and they usually travel in small bands. The Kor are masters of ropes and hooks, 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 into flying game, relying instead on 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. Some Kor use mounts to travel.
Kor communicate through a nonverbal language of gestures and hand signs–primarily out of need for long distance communication during their acrobatic stunts. This silent mean of communication is also useful when they do not wish for others to overhear them, which perpetuated rumors of their inability to speak. Those rumors are however false, as kor are fully capable of speech, but tend to prefer minimizing it to as few words as necessary to express their thoughts.
Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your Kor character has these traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Kor mature at the same rate as humans and live to be about 200 years old.
Alignment. Most Kor are lawful good, with a strong dedication to community and the traditions of their ancestors.
Size. Kor average nearly 6 feet tall and weigh between 100 and 130 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
Kor Climbing. You are proficient in both the Athletics and Acrobatics skills.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Languages. You can speak, read, and write Common, and communicate in the silent speech of the Kor.
Random Height and Weight
|5′ 5″||+2d6||100 lb.||× (1d6) lb.|
*Height = base height + height modifier