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Kor

PSZ, Homebrew

Kor

Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.   Kor personalities and ideals mesh in their emphasis on an ordered, harmonious community with strong traditions binding its members together.  

Slender and Silent

  Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies. Their clothing tends to 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 have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1.
age: Kor mature at the same rate as humans and live about as long.
Size: Medium
speed: 30 ft., climb equal to your walking speed
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:

Kor Climbing. You have proficiency in the Athletics and Acrobatics skills. You also have a climbing speed matching your walking speed as long as you are not encumbered or wearing heavy armor.

Expert Escapist. The Kor's extensive knowledge of ropes and bindings is unparalleled. While you have a rope you have advantage on grapple checks. Additionally, you can determine the weak points in mundane bindings. You have advantage on checks for breaking out of nonmagical restraints.

Brave. You have advantage on saving throws against being frightened.


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