Gnomes

PHB'24

Gnomes

Once the gnomes were friendly to all and known by many, but the world has been harsh to the small geniuses, forcing them to seclude themselves for safety. Gnomes of old built one of the greatest wonders of the modern world: the flying city of S.U.D.. Now they tinker away to their hearts' content, occasionally venturing out into the world for personal or political reasons.
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Vibrant Expression

A gnome's energy and enthusiasm for life shines through every inch of their tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.

 

Secluded Wonders

From the very beginning gnomes have been incredibly invested in intellectual pursuit. They were among the first inheritor races, heralding glorious success through rapid technological improvement. They would, however, always have a sense of seclusion, desiring to keep their discoveries to themselves in the swamplands of Fargrow. Eventually they developed powerful weapons using their understanding of the weave and of the nature of magic itself. These weapons were only to be used in self defense, however their neighbors grew worried of the possibility that these weapons could be turned on them. One elf took this notion too far, and invaded the gnomish capital in an attempt to secure them for the elven kingdoms. His mission failed, causing a weapon to detonate, setting off a chain reaction with the rest of the weapons. The surviving gnomes swore to take their discoveries to the most remote places they could, so that nothing like this could ever happen again.

 

Venturing to the opposite side of the globe, they built a beautiful iron and bronze city on an island far removed from the mainland. They weren’t content to leave it at that, as with all gnomish ventures they would go higher. To further remove themselves, they would discover a way to raise their new city into the sky, truly becoming a land removed from the rest of Fehr’gia. Far above the clouds, their endless toiling has become the stuff of legend for the world below, as gnomes rarely venture out into the greater world. Those few that do, never take the secrets to the world below.

 

Ruled By Industry

Gnome society is vastly distant from others, in more ways than one. Over the years overpopulation on their floating island has created a need to build home atop home; like bricks in a wall they have slowly crafted a cramped nightmare of industry. Companies have become monopolies in gnomish land, where the need to continue industry has overridden the need for innovation. Because of these factors progress has slowed to a near standstill. Many gnomes, through constant propaganda over the years, have become content with this life.

 

Gnomish Names

Gnomes have become so completely consumed by industry and science, that their names have adopted this stance. While their first names are somewhat “stuffy”, their last names are often taken from the very things that make up their prison. Some even change their last name to the company they work for.

  Male Names: Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook   Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna   Last names: Springwrench, Wizzelsprocket, Manapool, Boltstorm, FenderRocker, Hinge-Tyre
 
ability score increase:
age: Gnomes mature at the same rate as humans, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size: Small
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
race features:

Darkvision. You have Darkvision with a range of 60 feet.

 

Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

 

Gnomish Lineage. You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):
    Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
    Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action

Lifespan
350-500
Average Height
3-4 feet tall
Average Weight
40 lbs
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