Kokiri (5e Race)

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, sword savage, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher, picaroon
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, mask, 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
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

Kokiri

Physiology

From a glance, any kokiri is indiscernible from a hylian between the ages of 8 and 12. Any one of them stands at a height of about 4 feet, with child-like features, pointed ears, blue eyes, and pale skin. Their hair color is usually a bright brown or a dirty blonde, but occasionally can be green or another exotic color.

Kokiri are magically created at the age they appear to be, and never age or mature. Despite their longevity, most retain immature personalities and child-like intelligence forever.

Because they can only be created by magic known to few if any aside from the Great Deku Tree, kokiri are very few in number.

Society

Kokiri only inhabit deep woodlands forests, and almost universally respect the Great Deku Tree as a father-like figure. Indeed, it seems this tree could be the one who created the entire kokiri race. At the very least, the Deku Tree protects them as though they were his children, and even assigns tiny fairies to guide and protect kokiri.

Thanks in large part to the guidance of their fairies, kokiri maintain simple but effective villages deep in the woods. Foraging, fishing, and occasional hunting provide their tiny population with more than enough nutrition to thrive. The abundance of free time kokiri experience causes many of them to pass the time by playing games, or enjoying hobbies like word carving. Few kokiri know much if anything about the world beyond their forest, and most of what they learn is taught through the ancient and wise Deku Tree. To most kokiri, even a simple well-forged shortsword can be a remarkable treasure.

Kokiri rarely leave their forest, as the Deku Tree dissuades them from leaving his protection. Those who do almost universally do so to become adventurers or explorers, if they survive long enough on their own to do so. Kokiri are frequently mistaken for hylians outside their woods, but cultured or knowledgeable people can often recognize kokiri for what they are.

Few if any kokiri remember their creation, which may be a byproduct of the magic that created them. Kokiri almost universally wear green outfits, boots made from animal hide, and either pointy hats for males or hair bands for females.

It is often believed that skull kids and koroks were once kokiri themselves, or are otherwise somehow related to kokiri. These races often live in the same sprawling forests, and occasionally intermixed villages.

Kokiri Names

Kokiri names tend to be comprised of two or three short syllables. One typically begins with a consonant and ends with a vowel.

Male: Fado, Kasuto, Mido, Midoro

Female: Fado, Sachi, Saria, Tantari

Kokiri Traits

From a glance, kokiri are indistinguishable from hylian children. Protected by the Great Deku Tree, these innocent kids never truly age.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Kokiri are magically created at an age that resembles a hylian at about age 10. You do not age, and probably do not know your own agebut may define yourself by how many years have passed since you first left your forest. A kokiri rarely if ever lives beyond 750 years.
Alignment. Despite living for centuries, kokiri usually retain a childlike innocence and freedom. They tend towards chaotic good.
Size. A typical kokiri is about 4 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Forest Dweller. You have advantage on all Dexterity (Stealth) and Wisdom (Survival) checks made in natural forest terrain.
Eternal Youth. You do not age, and are immune to any magical effect that would cause you to age.
Deku Tree’s Protection. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common.
Subrace. Kokiri can be Fairy-Blessed, Independent, or Urban. Choose one of these subraces.

Fairy-Blessed Kokiri

Most kokiri are granted a tiny fairy companion by their father-figure, the Great Deku Tree. This fairy companion is created by the tree’s magic in a manner seemingly similar to that of the kokiri, and as such a fairy and kokiri can have a sibling-like relationship. As it lacks the kokiri’s childlike demeanor, the fairy is often more knowledgeable and responsible than the kokiri itself, and acts as something of a guide or elder sibling.

Fairy Guide. You have a fairy of navigation as a loyal friend who is eager to follow and aid you. This fairy’s maximum hit points are equal to half your maximum hit points, if they would otherwise be lower. Its hit points are fully replenished whenever it completes a short rest. Your fairy acts independently of you, but it generally obeys your wishes. In combat, it rolls its own initiative and acts on its own turn. It can't attack, but it can take other actions as normal. This fairy counts as your familiar, and it cannot be changed or transformed by find familiar or a similar spell. If you lose your fairy, you can resurrect it with a 1 hour ritual that requires destroying material components that cost 100 rupees.
Fairy Protection. Your fairy can hide on your person and moves with you while it does so. While hiding in this manner, it has total cover.

Independent Kokiri

Although it’s rare, a kokiri may not have been blessed with a fairy. This may occur if the kokiri abandons the protection of the Great Deku Tree, or abuses a fairy companion it previously had. It may also occur if the power of the tree itself weakens to the extent that he cannot grant fairies, among other possibilities. Regardless of the reason, this kokiri loses some of its childlike innocence, and gains the skills and instincts that an independent life requires.

Fleet of Foot. Your base walking speed increases by 5 feet.
Astute Skills. You gain proficiency in one of the following skills: Acrobatics, Animal Handling, Nature, or Survival. You also gain proficiency in either woodcarver’s tools, or a musical instrument of your choice.
Woodland Weapons. You are proficient with blowguns, clubs, and slingshots. If you would otherwise become proficient with any of these weapons you instead gain a +1 bonus on damage rolls with them.
Extra Language. You can speak, read, and write the Deku language.

Urban Kokiri

Even more esoteric than an independent kokiri is one who has long left its forest, and now masquerades as a hylian child in a sizable village or city of hylians. It may have lost its fairy friend before leaving the forest, or the unaging kokiri may have outlived its friend. Either way, this kokiri has lost not only its fairy companion, but likely most of its innocence and wonder, and now bears an outlook and demeanor that may be more akin to a hylian adult.

Ability Score Increase. You've seen and experienced more than most kokiri, and have grown as an individual. Choose one of your ability scores other than Dexterity. The chosen score increases by 1.
Fleet of Foot. Your base walking speed increases by 5 feet.
Natural Deceiver. You have spent many days pretending to be someone you're not, and following others' assumptions about you. It has become second nature. You are proficient in the Deception skill.
Extra Language. You can speak, read, and write any one language of your choice.

Random Height and Weight

Base HeightHeight ModifierBase WeightWeight Modifier
3′ 5"+3d450 lb.× 1d2 lb.



Back to Main Page 5e Homebrew Races
Back to Main Page 5e Homebrew Campaign Settings Hyrule Races

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.
gollark: It is, yes.
gollark: ↓ you
gollark: So it's just 60 Hz^-1, or (60 Hz)^-1.
gollark: Hz^-1 is dimensionally seconds.
gollark: No.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.