Gnome
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.|
Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.
Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Languages. You can read, speak, and write Common and Gnomish.
Forest
As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
-Ability Score Increase. Your Dexterity score increases by 1.
-Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
-Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Rock
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
-Ability Score Increase. Your Constitution score increases by 1.
-Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
-Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
1) Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
2)Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
3) Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
4) At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
Svirfneblin
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
-Ability Score Increase. Your Strength score increases by 1.
-Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
-Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
-Gift of the Svirfneblin. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
-Sunlight Sensitivity. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Autognome
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.
Like gnomes, autognomes can live for centuries, typically up to 500 years.
When Choosing the autognome option for your character, do not use any of the base gnome traits, instead use the traits
| d6 | Story |
|---|---|
| 1 | Your creator gave you autonomy and urged you to follow your dreams. |
| 2 | Your creator died, leaving you to fend for yourself. |
| 3 | A glitch caused you to forget your original programming. You don’t remember who made you or where you came from. |
| 4 | You didn’t like how you were being treated by your creator, so you ran away from home. |
| 5 | Your creator built you to complete a special mission. |
| 6 | You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose. |
-Ability Score Increase Your constitution score is increased by 2, and your intelligence score is increased by 1
-Creature Type. You are a Construct.
-Size. You are Small.
-Speed. Your walking speed is 25 feet.
Armored Casing. You are encased in a thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
-Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
-Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
-Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
-Sentry's Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
-Specialized Design. You gain two tool proficiencies of your choice, selected from the Player's Handbook.
-Languages. You can speak, read, and write Common and Gnomish.

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