Korok (5e Race)

From D&D Wiki

Jump to: navigation, search
Campaign Setting: Hyrule
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Classes
Fighter: brute, darknut, spellsword, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
The Forsaken
Southern Hyrule
Termina
Holodrum
Labrynna
Islands of the Great Sea
Islands of the Sky
Subrosia
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Revised Two-Weapon Fighting
Stacking Disadvantage
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

Korok[edit]

History[edit]

dChUf0V.png
A korok has minimal features below the face-like mask it wears. Source

According to legend, koroks were originally created many eons ago by the Great Deku Tree to spread plant life across the entire world. This legend portends 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 clearly magical creatures not directly related to any other races, and they retain an unusually profound understanding of the natural world.

Despite the innate curiosity of koroks, they are dissuaded by the Deku Tree from leaving the forest unless they have an important reason to do so. Indeed, the world outside the woods is dangerous to a typical korok. In the modern world, few people who dwell outside of forests know much of this race. They are so rare, so bizarre, and so elusive that they are frequently delegated to myth.

Physiology[edit]

A typical korok stands between 2 and 3 feet, with an oblong body composed of hollow wood, and particularly short limbs. Indeed, koroks are extremely lightweight and buoyant.

A korok's face is most unusual. If left unadorned, a korok face is comprised only of a nose-like stick protruding outward. Almost every korok will instead construct a mask to serve as its apparent face. This mask almost always is comprised of a large leaf with holes cut into it—one hole to anchor the mask on its "nose," two holes to serve as "eyes," and finally one to serve as a "mouth." Koroks seemingly have no physical need to construct these masks, but it is done in part so they can express their personality and in part so koroks can better recognize each other. Koroks tend to be very fascinated by creatures who are naturally more expressive than themselves, and it seems these masks are modeled after such creatures.

Although koroks can be created by the Deku Tree's magic, they can also reproduce on their own, unlike kokiri. A korok can produce more koroks simply by planting seeds and caring for them until they grow to maturity, although this is a relatively rare practice performed only a few times in a korok's long lifespan. Despite technically being parent and child, these two koroks would consider themselves more akin to an older sibling and a younger one.

A korok reaches its full size less than two years after being planted, and usually gains mobility a long time before that. The earliest a korok can produce a seed of its own seems to be about 2 or 3 years, but it will often live for decades before it decides to do so.

As they don't produce sexually, koroks don't have traditional genders. They don't truly consider themselves male, unlike the all-male goron race, but usually default to male pronouns anyway.

Society[edit]

Koroks tend to be very optimistic, curious, altruistic, excitable, energetic, and playful.

They predominantly live in forests protected by the Great Deku Tree, often among kokiri, and usually only leave these woodlands temporarily. Much like kokiri, they are considered the "children" of the Deku Tree. They are much more widespread than kokiri, however, likely due to the fact they can reproduce on their own.

A korok's needs and therefore its responsibilities are simple. It doesn't require food, can fly or hide from most herbivores, can sleep almost anywhere, and doesn't need to care for its young nor bother much with reproduction. A korok is nonetheless restless and eager to do something—anything. Thus, a typical korok often occupies much of its time playing elaborate games, or exploring the vast wilderness of Hyrule. Many pursue a self-learned art, profession, or expertise—something it can master over the many years it lives. When the Deku Tree has a job that needs doing, there's always at least one korok eager to do it.

Perhaps because of this energetic nature, the surprisingly few times koroks interact with races outside the forest, they are nothing but helpful. Many a legend has been told of these altruistic but secretive creatures—completing chores will hylians sleep, saving children from wells, and so on.

Korok Names[edit]

Korok names tend to be rather short, rarely comprised of more than two brief syllables.

Examples: Aldo, Chio, Daz, Drona, Elma, Hestu, Hollo, Irch, Kula, Linder, Maca, Makar, Oakin, Olivio, Pepp, Peeks, Natie, Rown, Walton

Korok Traits[edit]

Small, peaceful, immortal, and child-like plant creatures. They aren't much for combat or stealth, but it's hard not to smile around them.
Ability Score Increase. Your Charisma score increases by 1.
Age. A korok reaches physical maturity after less than 2 years, but can live to be up to 200 years. It retains a childlike innocence throughout its entire life.
Alignment. Koroks strive to populate the world with trees, preserve life, and are eagerly help anyone who needs it. They have an extreme tendency towards all forms of good.
Size. A typical korok's height averages about 3 feet, although the rare giant korok has a height of about 7 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.
Type. You are considered both a humanoid and a plant for any effect relating to your type.
Wooden Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use this natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. While you use your natural armor, you are vulnerable to fire damage.
Naturalist. You are proficient in the Nature skill. You can survive without food so long as you have water, sunlight, and air.
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.
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.
Languages. You can read, write, and speak both Common and Deku.
Subrace. Korok subraces include flying, giant, and savant. Choose one.

Flying Korok[edit]

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 2.
Korok Copter. As an action, you can grow from your wrist a magical plant that is as tall as your body, and adorned with a pair of spinning wings. You can control the wings of this plant in such a way that you effectively gain a flying speed of 25 feet. Maintaining flight requires dedication from this hand, preventing that hand from being used for anything else, but otherwise maintaining flight or hovering in place is effortless for you. You can detach the magical plant as an action or bonus action, which causes it to wither away into ash almost instantly. Until you dismiss the plant, it is considered part of your body, and any damage dealt to it is dealt to you.

rfgZg7C.png
An adolescent hylian (left) compared to a giant korok (right).
Source

Giant Korok[edit]

Rarely, a mutant korok is produced that is several times the size of a normal korok. It 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.
Fleet of Foot. Your base walking speed increases by 5 feet.
Petal Glide. You can cast petal glide once with this trait, and regain the ability to cast it when you complete a long rest.
Wooden Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Korok Savant[edit]

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 gain proficiency in one artisan's tool or one musical instrument of your choice.
Knowledge. You gain proficiency in one of the following skills: Arcana, History, Medicine, Performance, or Religion. Alternatively, you can gain proficiency in any one tool.
Petal Glide. You can cast petal glide once with this trait, and regain the ability to cast it when you complete a long rest.

Random Height and Weight[edit]

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



Back to Main Page5e HomebrewRaces
Back to Main Page5e HomebrewCampaign SettingsHyruleRaces

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors