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

Culture

Subraces

Rock (Tinker) Gnomes

Rot Gnomes

Sand Gnomes

Forest Gnomes

Fey Gnomes

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
Speeds
Walk 25 ft.
Old Age Threshold
60 years
Languages
Varies
Senses
Aging Rate
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.
Partially Undead. Your creature type is Humanoid, but you also register as Undead to abilities that detect undead. Additionally, healing that can't normally affect an Undead creature restores half as many hit points to you.
Darkvision. Your undead nature grants you darkvision (60 ft.).
Undead Resilience. You have advantage on saving throws against being poisoned and diseased, and you have resistance to poison and necrotic damage.
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.
Fey Ancestry. Your creature type is Humanoid, but you also register as Fey to abilities that detect Fey. Additionally, you have advantage on saving throws against being charmed.
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
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
d100Spell
01-06dancing lights
07-12druidcraft
13-18mold earth
19-24shape water
25-30control flames
31-36gust
37-42friends
43-48message
49-54mage hand
55-60spare the dying
61-64primal savagery
65-68thunderclap
69-72poison spray (3/day)
73-76vicious mockery (3/day)
77-79sanctuary (self only)
80-82expeditious retreat (1/day)
83-85hex (1/day)
86-87cause fear (1/day)
88-89thunderwave (1/day)
90-91cure wounds (1/day)
92-93barkskin (self only)
94-95spider climb (self only)
96alter self
97invisibility (1/day, self only)
98dragon's breath (1/day, self only)
99fly (self only)
00Roll twice more, rerolling further 00s

Severed Bonds

Prerequisite: Feybound racial trait
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:
  1. You are proficient with tinker's tools, and have expertise in History for the purpose of Intelligence checks related to magical or technological devices.
  2. You are proficient with alchemist's supplies, and have expertise in History for the purpose of Intelligence checks related to magical or chemical substances.