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Planar

Korrigen

Korrigen

Ability Score Increases

Ability Score Increases are related to your character's background, rather than species.  When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.


Life Span

The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.


Languages

When creating your character, after selecting your class, species, and background, select your known languages.  Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.

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Korrigen are unpredictable, secretive fey with strong ties to the earth who are often found around mountains and stony areas. Just as strong as their bond with the earth is their ability to manipulate and control their hair as though it were an additional limb.


These magical locks can grow nearly one hundred feet long, and have a variety of uses. Korrigen know how to braid these locks better than any ropemaker. As fey, korrigen originate from the Fey Plane, but soon found their way into the various mountainous regions of the Material Plane. They tend to prefer the massive continent of Montis on Ganya, filled with hundreds of miles of lofty peaks stretching the length of the eastern coast. Korrigen mature at the same rate humans do, and most are expected to settle down into an adult life by around age 20. They can live 350 to almost 500 years


Creature Type: Fey

Size: Small (about 2–4 feet tall)

Speed: 30 feet


Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Stone Camouflage

You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


Strength of the Sacred Earth

Once per turn, while on the ground, you can deal extra damage equal to half your proficiency bonus when you make a melee weapon attack.


Magical Locks

At the end of each long rest you grow enough hair on your body to braid into a number of 50ft. woven ropes equal to half your proficiency bonus, which you braid as part of a long rest.  As an action, you magically command one of the braided ropes of hair on your body to entangle a creature.  Choose a target within 30ft. of you.  The creature must make a Dexterity saving throw or be grappled by the rope.  Until this grapple ends, the target is also restrained and you cannot move more than 30 ft. away from the target.  The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus.  The rope can be destroyed and has an AC and total hit points equal to your Constitution score.


If the creature succeeds the saving throw, or when the grapple ends, that length of woven hair detaches from you and can only be used as nonmagical rope for the next 24 hours, wherein it disintegrates and turns into dust. 


You can never have more magical locks than half your proficiency bonus at any time.

*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”

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