Gnome in Harrowing Frontier | World Anvil
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Gnome

Gnome
Ability Score Increase: Int +2
Size: Small
Speed: 25ft
  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 tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend 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.
  Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 18 meters 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.
  Languages: You can speak, read, and write Common and Gnomish.
  SUBRACES: Three subraces of Gnomes exist: Forest Gnome, Rock Gnome and Deep Gnome. Choose one of them for your character
  Subrace option 1: Forest Gnome
Ability Score: Dex +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 squirels, badgers, rabbits, moles, woodpecker, and other creatures as beloved pets.
  Subrace option 2: Rock Gnome
Ability Scores: Con +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.
  Subrace option 3: Deep Gnome
  Ability Scores: Dex +1.
  Superior Darkvision: Your darkvision has a radius of 120 feet.
  Stone Camouflage: You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
  Extra Language: You can speak, read, and write Undercommon.
  Gnomes on the Frontier: There is a sizeable community of gnomes that have traveled to Harrenshore, drawn by the curiosities of the new world. Many are excited by the stories of adventures and look for groups to join. Other are interested in processing the findings of the new world into alchemist components or incorporated into their inventions. They assist the colony with feats of engineering.
  Gnomes in the Old World: Gnomes tend to form communities most towns throughout the old world. They generally are independent and concern themselves with local issues and their matters related to their personal expertise.

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