Gnome Species in Freyna | World Anvil

Gnome

Gnome

Ability Score Increase +2 Int
Size Small
Speed 25ft.

Basic informations

Lore

Gnomes, or the Forgotten Folk as they were sometimes known, were small humanoids known for their eccentric sense of humor, inquisitiveness, and engineering prowess. Having had few overt influences on the world's history but many small and unseen ones, gnomes were often overlooked by the powers that be, despite their craftiness and affinity for illusion magic. Gnomes were present in nearly every human city and most caravan-stop villages where other cultures and non-human races were at least tolerated.

Age

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment

Gnomes are most often good. Those who lend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who lend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size

Gnomes are between 3 and 4 feet tall and average about 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 saving throws against magic.

Subraces

Forest Gnome

Lore

Forest gnomes are among the least commonly seen gnomes on Toril, far shier than even their deep gnome cousins. Small and reclusive, forest gnomes are so unknown to most non-gnomes that they have repeatedly been "discovered" by wandering outsiders who happen into their villages. Timid to an extreme, forest gnomes rarely leave their hidden homes. As a general rule, forest gnomes lack the curiosity that is typical of most gnomes and will only leave their homelands under intense pressure, such as a threat that they alone cannot overcome. For the most part, forest gnomes prefer to stick to what they know, caring for the wood around them.   Some forest gnomes where seen in dense forests of Coedwig, Gallanti and Voldert.

Ability Score Increase

Your Dexterity score increases by 1.

Natural Illusionist

You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnome

Lore

Rock gnomes were a curious, childlike race very much unlike their cousins, the svirfneblin (or deep gnomes) and the forest gnomes. When most people thought of gnomes, they were thinking of the rock gnome. Rock gnomes embodied the characteristics of their creator and patron deity, Garl Glittergold, choosing to spend their long lives by filling each day with as much fun and enjoyment as possible. Rock gnomes possessed many of the traits other races, particularly humans, attributed to children. Most rock gnomes enjoyed life to their very fullest; asking questions endlessly, playing pranks on friends and strangers, and finding new and interesting hobbies were just a few of the countless chores that rock gnomes burdened each day with. Much like a child, a rock gnome possessed very little tolerance for long term mental focus unless the task at hand was of notable interest.   Rock gnomes love to spend their time tinkering and inventing new mechanical devices. The biggest accumulation of rock gnomes can be found in Ression Civitas - Capital of Invention ran by Court of Inventors - mostly rock gnomes and mountain goblins.

Ability Score Increase

Your Constitution score increases by 1.

Artificer's Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker

You have proficiency with artisan's 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:
  • 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.
  • 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.
  • 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.

Svirfneblin

Lore

Deep gnomes, called svirfneblin in their language, were a gnome subrace that lived in the Underdark. While their surface cousins were known for their boundless optimism and cheerful mischief, the svirfneblin were serious and suspicious creatures. They survived in the Underdark by maintaining the wariness of others and working hard to keep their underground society secret. Deep gnomes were a surly and cynical people, who fatalistically expected little more from life than what they had. While they treated their own kind with respect and even goodwill, trust was not easily given to anyone from outside their village, or even outside their family.   Although far more serious than most gnomes, deep gnomes nonetheless exhibited the same insatiable curiosity and craftiness when put in the right circumstances. It was this trait, more than any other, which led some deep gnomes to abandon their cautious upbringing and explore the world around them. Some of these wandering deep gnomes turned upwards and investigated the surface world from which their ancestors came, particularly deep gnome illusionists who hoped to find advanced instruction in the Art beyond what could be obtained in their isolated homes. Others become prospectors, searching the Underdark for new veins of gems and ore to mine.

Age

Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.

Alignment

Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.

Size

A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

Ability Score Increase

Your Dexterity score increases by 1.

Superior Darkvision

Your darkvision has a radius of 120 feet.

Extra Language

You can speak, read, and write Undercommon.

Stone Camouflage

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

Languages. Common, Gnomish

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