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.

Gnome Biology

  • ( 1) Smart. +1 to your Intelligence score.
  • (-1) Fragile. -1 to your Constitution score.
  • Size. Small.
  • Speed. 20 feet.
  • (-1) Short Step. -5 to your Speed.
  • Gnome Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • ( 1) ✦ Darkvision. 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.
  • ( 2) Lightning Fortitude. You have Lightning Resistance and Advantage and cant be struck by natural lightning.

Gnome Ethnology

  • ( 1) Dexterous. +1 to your Dexterity score.
  • (-1) Week. -1 to your Strength score.
  • ( 1) ✦ Nimble Movement. You can move through the space of any creature of a Size larger than you, but you can’t stop there.
  • ( 1) ✦ Inquisitive Mind. You have Proficiency in the Investigation Skill.
  • ( 1) Arcane Knowledge. You have Proficiency in the Arcana Skill.
  • ( 1) Passing Jeweler. You gain Tool Proficiency in Jeweler’s Tools.
  • ( 2) Earth sence. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a dirt surface or touching such a surface to use this Tremorsense. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • ( 1) Trapper. You have advantage on Checks to spot traps and Checks to Hide traps.
  • (-2) Scatterbrained. You have disadvantage on your Concentration checks.
  • (-2) Overconfident. Whenever you make a skill check that you are proficient with using Intelligence, Wisdom, or Charisma, you roll the skill check with disadvantage.
 

Gnomish Lineages

With an aptitude to create all manner of trinkets, gnomes are usually associated with the location of their preferred material to work with. Rock Gnomes tend to establish themselves in settlements with rich access to metal ores. Forest Gnomes, while not as interested in creating as their brethren, like to get lost in the verdant wilds. Deep Gnoems are the rarest sight, hard-pressed to be seen in broad daylight.

 

Forest Gnome

  • ( 1) Wise. +1 to your Wisdom score.
  • ( 1) Timberwalk. Ability checks made to track you are made at disadvantage, and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
  • ( 1) ✦ Natural Illusionist. You learn the Minor Illusion cantrip. It doesn't count against the cantrips you already know. Wisdom is your spellcasting ability for these spells if you don't have levels in a class that sets a spellcasting ability.
  • ( 1) ✦ Beast Whisperer. Using gestures and sounds, you can communicate simple ideas with any small Land and Sky Beasts. They can understand the meanings of simple words, concepts, or states of emotion. You have no special ability to understand them in return. You can use Persuasion instead of Animal Handling for commanding animals.
  • ( 1) Artisan of wood. You gain Tool Proficiency in Woodcarver’s Tools.
  • ( 2) Children of the Thorn. Requirement: 2 levels of Druid: You use a Primordial Charge to cause the ground in a 20-foot radius centered on a point within 90 feet of you to twist and sprout hard spikes and thorns. The area becomes difficult terrain for the duration of one minute. Where the conjured plants wilt away afterwards.
    • Using an action on your later turns, you can try and entangle a creature within the area to roll a Strength saving throw or be restrained by the entangling thorn until the spell ends. A creature restrained by the plants takes 1d4 piercing damage on the start of its turn, if you choose so. The creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Rock Gnome

  • ( 1) Stout. +1 to your Constitution score.
  • ( 1) ✦ Intuitive Tinkerer. You gain Tool Proficiency in Tinker’s Tools.
  • ( 1) ✦ Artificer's Lore. Whenever you make a skill check related to determining the function of a magical, alchemical, or technological item, maintaining it, disassembling it, or any other skill checks related to handling intricate items, you add your proficiency bonus to the roll. The bonus stacks with any already existing bonuses.
  • ( 2) Intrinsic Crafting. Requirement: 1 level of Artificer: You are able to use the Magical Tinkering feature to create minor catalysts that have one effect from the following spells: Prestidigitation, Shape Water, Mold Earth, Control Flames, or Gust cantrips. Provided that you already know any of the cantrips. The device is able to emit the effect of your choosing. 10 GP worth of raw material (bras, wood, stone, and the like) is needed to create this item, and it does not count against the number of catalysts that you have to maintain.

    The device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it.

Deep Gnome

  • ( 1) Stout. +1 to your Constitution score.
  • ( 1) ✦ Superior Darkvision. Requirement: Darkvision: Your darkvision has a range of 120 feet.
  • ( 1) ✦ Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
  • ( 1) Insects-cunning. Whenever you make a skill check related to determining creatures of an insect nature, craft using chitinous exoskeleton, handling or riding such creatures, or any other skill checks related to insects, you add your proficiency bonus to the roll. The bonus stacks with any already existing bonuses.
  • ( 1) Way Guard. Requirement: 1 level of Ranger: You gain the Familiar Terrain feat for underdark terrain.
  • (-2) 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.

Basic Information

Behaviour

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.
Scientific Name
Ingeniatus Lapillus
Lifespan
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 400 years of age.
Average Height
2′11″ + 2d4 feet
Average Weight
35 + (2d4 x 1) lb