Kor
Kor are a race of peoples not inherently native to the world. They were brought over to Tarana by the nature of the omniversal nexus from worlds forgotten. 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.
As a nomadic peoples, the Kor are intimately familiar with the aetherscars they travel through and how to survive their dangers
Plane Shift: Zendikar
Kor
ability score increase:
Your Dexterity score increases by 2, and your Wisdom score increases by 1
age:
Kor mature and age at the same rate as humans and live about as long.
alignment:
Most kor are lawful good with a strong dedication to community and the traditions of their ancestors.
Size:
Medium
speed:
Your base walking speed is 30 feet. You also have a climing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
Languages:
You can speak, read, and write Common and communicate in the silent speech of the kor.
race features:
Kor Climbing. You have proficiency in 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. Aetherscar Survival. You have advantage on any survival checks made in relation to Aetherscars.
Kor Climbing. You have proficiency in 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. Aetherscar Survival. You have advantage on any survival checks made in relation to Aetherscars.
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