Gnome
It is unclear whether Gnomes are originally from Verdania or Gabroria. They must have found a way to cross the ocean before recorded history, but the means by which they did so–by magic or ships—is unknown. <redacted>
Physiology
- Short and generally slender
- "Pointy" features, including noses, corners of eyes, and ears
- Lots of variation in skin tones, even within subraces; not entirely genetic
- Mature by 18, rarely live past 100
Culture
- All gnomes have a penchant for creativity
- Gabrorian gnomes generally specialize in artifice and engineering
- Verdanian gnomes generally stick to botany and liberal arts
Subraces
Rock (Tinker) Gnomes
- Most common subrace, all over Gabroria
- Make up largest gnome city, Norrebe
- Responsible for many technological advancements
- Speak Gabrorian Gnomish
Rot Gnomes
- Originally Rock Gnomes before corruption in Tiris Vale, 800 years ago
- Stay in Tiris Vale largely due to extreme prejudice against them/fear that their condition is contagious
- Condition causes disfigurement, mild necrosis, and is eventually fatal
- Part of them is straight-up undead
- Speak a distinctive dialect of Gabrorian Gnomish
Sand Gnomes
- Reclusive cousins of Rock Gnomes
- Live in desert
- Aberrations hunt desert, originating from <redacted>
- Also gotta deal with death worms (medium size, hunt with electricity)
- Strange metal called mindmetal found in their desert, although only Sand Gnomes know where it is and how to process it
- <redacted>
- Mindmetal is rarely given to others, as it is sacred to Sand Gnomes
- Touching mindmetal inflicts psychic damage but can supposedly impart visions of the future
- <redacted>
- <redacted>
- <redacted>
- Highly resistant to illusion and enchantment magic
- Speak thier own language, closely related to Gabrorian Gnomish but not quite mutually intelligible with it
Forest Gnomes
- Found on both continents, but not in large numbers anywhere
- Reclusive like Sand Gnomes but live in overgrown forests and lush caves
- Can talk to beasts and often incorporate them into family or society
- Generally fond of jokes and puns, unfortunately
- Speak Verdanian Gnomish in Verdania, but a group in Gabroria speak an extreme dialect of Fey Gnomish
Fey Gnomes
- Sizeable portion of Feywild common population
- No major settlements entirely their own
- Impish and lighthearted to a fault, worse than Forest Gnomes
- Speak Sylvan and Fey Gnomish
Game Mechanics
Abilities
Deft Hands. Gnome hands are small and nimble, reflected by a high average Dexterity score.
Quick-Witted. Gnomes tend to be fast thinkers with advanced spatial reasoning, which manifests as a high Intelligence score.
Compact and Durable. Rock gnomes in particular can have a surprisingly high Strength and Constitution score, thanks to their shorter but stronger musculature.
Alignment
Most gnomes are free-spirited and ambitious in their own way. This usually manifests as a chaotic tilt, but plenty of gnomes ardently hold to law or personal codes. There is so much variation that any alignment is likely.
Age
Gnomes mature quickly and reach adulthood by 18. They live longer than humans but reach old age sooner, having an old age threshold of 60 years and an aging rate of 10 years.
Size
Your size is Small. Gnomes average about 3 feet high.
Gnome
Size
Small
Small
Speeds
Walk 25 ft.
Walk 25 ft.
Old Age Threshold
60 years
60 years
Languages
Varies
Varies
Senses
—
—
Aging Rate
10 years
10 years
Traits
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Creative Spark. When you make an ability check, you can attempt to do so in an unconventional way. Make the check and roll a d6. If the result of the d6 is even, add it to the check; otherwise, subtract it.
Subraces
Select one of the subraces below.
Rock (Tinker) Gnome
Language. You are proficient in one dialect of Gabrorian Gnomish. Gabrorian Gnomish has many dialects–more than one per city–and some are only barely mutually intelligible.
Powerful Build. You have the Powerful Build trait.
Alert to Magic. You know the identify spell and can cast it as a standard action without material components a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Rot Gnome
Language. You are proficient in the Tiris Vale dialect of Gabrorian Gnomish. This dialect is extreme and incorporates lisps into some words, as Rot Gnomes often have speech impediments.
Darkvision. Your undead nature grants you darkvision (60 ft.).
Dead Flesh. Some of your body is decayed and unfeeling. Whenever you take damage of a type other than radiant or psychic, reduce that damage by 1 after applying any resistances and vulnerabilities. However, your hit point maximum decreases by 1, and it decreases by 1 every time you gain a level. This can't reduce your hit point maximum below 1.
Sand Gnome
Language. You are proficient in Sand Gnomish. Sand Gnomish is a close cousin to standard Gabrorian Gnomish but lacks Dwarvish influence.
Illusion Sense. Illusion magic leaves a distinctive impression on your mind. You have advantage on Perception and Investigation checks to identify magical illusions as such.
This ability allows you to faintly see magically invisible things within 5 feet of you. You have disadvantage on Perception checks to see them, however.
Calloused Mind. You have resistance to psychic damage.
Fey Gnome
Languages. You are proficient in Fey Gnomish and Sylvan. Sylvan is the common language of the Feywild and shares some vocabulary with Fey Gnomish.
Slip Away. When a creature you can see is about to attack you, you can use a reaction to turn invisible until the end of your next turn, potentially causing the attack roll to have disadvantage. The invisibility ends early if you attack or cast a spell. You can use this feature once, regaining the ability to do so after a short or long rest.
Born Prankster. You know the prestidigitation cantrip. Fey Gnomes are known to use this spell to great effect in practical jokes.
Feybound. Your soul is tied to the Feywild. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.
Ending the Bond
Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.
Forest Gnome
Language. You are proficient in either Verdanian Gnomish or a unique dialect of Fey Gnomish depending on whether you grew up in Verdania or Gabroria, respectively. Like Fey Gnomish, Verdanian Gnomish has many words in common with Sylvan.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You have advantage on Animal Handling checks made on such beasts.
Natural Illusionist. You know the minor illusion cantrip and can cast it without material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Suggested Feat
Beast Friends
Prerequisite: Gnome (forest)
Cost: 3 feat points
Cost: 3 feat points
You gain the ability to make a special bond between yourself and a beast. The beast must be willing and Small or smaller. You can create the bond over the course of an hour, which may be during a short or long rest. You must be within 5 feet of the beast throughout the process as you bond with it. Afterwards, the beast gains the following benefits:
- Whenever the beast finishes a short or long rest, it gains a number of temporary hit points equal to your level.
- The beast learns a random spell on the Beast Spell table. It uses your Intelligence score as its spellcasting ability and your level for the purpose of cantrips. The beast can cast the spell at will unless otherwise specified, and it requires no material components. If the spell requires verbal or somatic components, the beast's squeaks, tail wagging, or other behaviors are sufficient.
You can have a number of bonded beasts equal to your Intelligence score (minimum one). If a beast dies, its bond breaks, and you regain the ability to bond a new beast 1 week after its death.
Beast Spell
d100 | Spell |
---|---|
01-06 | dancing lights |
07-12 | druidcraft |
13-18 | mold earth |
19-24 | shape water |
25-30 | control flames |
31-36 | gust |
37-42 | friends |
43-48 | message |
49-54 | mage hand |
55-60 | spare the dying |
61-64 | primal savagery |
65-68 | thunderclap |
69-72 | poison spray (3/day) |
73-76 | vicious mockery (3/day) |
77-79 | sanctuary (self only) |
80-82 | expeditious retreat (1/day) |
83-85 | hex (1/day) |
86-87 | cause fear (1/day) |
88-89 | thunderwave (1/day) |
90-91 | cure wounds (1/day) |
92-93 | barkskin (self only) |
94-95 | spider climb (self only) |
96 | alter self |
97 | invisibility (1/day, self only) |
98 | dragon's breath (1/day, self only) |
99 | fly (self only) |
00 | Roll twice more, rerolling further 00s |
Severed Bonds
Prerequisite: Feybound racial trait
Cost: 1 feat point
Cost: 1 feat point
Somehow, you have severed your soul's connection to the Feywild. Before taking this feat, discuss the means by which you accomplish this with your DM, as it may be narratively significant. You gain the following benefits and drawback:
- You lose your Feybound racial trait (and this feat ceases to have any prerequisites for you).
- You can expel your spirit from your body to cast arcane eye without any components once with this trait. Charisma is your spellcasting ability for it. When you cast the spell in this way, you create a miniature version of yourself instead of an eye. You regain the ability to cast it in this way when you finish a long rest.
- While dying, it takes 1 less failed death saving throw for you to die.
Suggested Background
Gnomish Trade Training
Prerequisite: The ability to speak Gabrorian Gnomish
You know gnomish secrets of alchemy or artifice. Pick one of the following benefits:
- You are proficient with tinker's tools, and have expertise in History for the purpose of Intelligence checks related to magical or technological devices.
- You are proficient with alchemist's supplies, and have expertise in History for the purpose of Intelligence checks related to magical or chemical substances.