Kor: Difference between revisions

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The '''Kor''' are a race of pale-hued nomadic humanoids native to the plane of [[Zendikar]] in [[Magic: the Gathering]].
The '''Kor''' are a race of pale-hued nomadic humanoids native to the plane of [[Zendikar]] in [[Magic: the Gathering]].


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::Brave: You have Advantage on saving throws against Fright.
::Brave: You have Advantage on saving throws against Fright.


[[Category: Magic: the Gathering]] [[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Races]] [[Category: Monsters]]
[[Category: Dungeons & Dragons Races]][[Category: Magic: the Gathering]][[Category: Monsters]]

Revision as of 15:13, 18 June 2017

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The Kor are a race of pale-hued nomadic humanoids native to the plane of Zendikar in Magic: the Gathering.

Deeply reverent of their land, the Kor roam incessantly across its surfaces, employing ropes and hooks to climb cliffs and cross chasms. With extremely strong traditions focused on keeping their commuities together, skin that comes in gray, blue-gray or ivory, pale hair and white, pupil-less eyes, it should be no surprise that they are Zendikar's associated White Mana race.

Dungeons & Dragons

Kor were given rules as a PC race option in Dungeons & Dragons 5th edition via the free online article "Plane Shift: Zendikar".

Ability Score Modifiers: +2 Dexterity, +1 Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Kor Climbing: You have Proficiency in Athletics and Acrobatics. Additionally, so long as you are not encumbered or wearing heavy armor, you have a Climbing speed of 30 feet.
Lucky: When you roll a 1 on an attack, ability check or saving throw, you can reroll the dice and must use the new role.
Brave: You have Advantage on saving throws against Fright.