Gnome Species in Oerren | World Anvil
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Gnome

The enigmatic gnomes of the Homelands were mostly found in the Silver Hills far to the north, but a fair deal could be found in any community that valued knowledge, scientific research, or a general sense of freedom of mind and thought. As different as the colors of the rainbow, they were a colorful people that keep mostly to themselves in their reclusive mountain workshops, or in their hidden forest communities. As a race of fey creatures, they possessed an uncanny talent for mastering magic, preferring schools of magic that enables them to manipulate reality, such as illusions, or magic that ensures their safety, such as abjuration and enchantment.

Joy, passion and dedication

Gnomes of the Homelands stood out as a humanoid race that were completely uninterested, and unable, to reproduce biologically. Gnomes simply appeared when they needed to, pursuing whatever idea that put them in the world in the first place. It is said that for every subject worth studying, there was a gnome somewhere mastering it to a degree that other folk could only dream of.   A gnome lived and died in the pursuit of knowledge. Whether magical, historical, natural or technological in nature, a gnome pursued a chosen subject with joy and passion.   While the sudden appearance of gnomes seemed strange to other folk, it was completely natural to a gnome, who in turn found the strange purposeless appearance and existence of other people hard to understand. Yet, despite these differences, gnomes considered themselves as living and real as any other race, and due to their brilliant minds and knowledge, they were often welcomed by other civilized races.

Gnome traits

The following traits can be considered universal for the gnome race. Differences between subraces are noted in the subrace section.

Creature type

You are a Fey.

Ability score increase

Your increase one ability score of your choice by 2. Most gnomes tend to be intelligent, wise or dexterous.

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

Your race has no influence on what your alignment might be in the Homelands.

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.

Languages

You speak one common language, and a number of additional languages equal to your Intelligence modifier.

Subraces

Choose one of the subraces below.

Svirfneblin

Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins. Svirfneblin live deep underground in large caverns decorated with precious gems, favoring natural lines and patterns in their architecture. Here, the svirfneblin live close together, with little to no sense of privacy among them, as it is dangerous for a svirfneblin to wander around alone in the underdark.   Svirfneblin characters tend to be pragmatic and less humorous than their counterparts. They are efficient crafters who never settle with the status quo. Always mastering their crafts, their services are highly sought after on the surface and in the underbelly alike. Svirfneblin tend to specialize in jewelcrafting.   When playing a svirfneblin, consider what made you leave your community behind. What did your community specialize in, and how do you carry forth their teachings in the world? Are you driven by greed and mercantilism, or do you genuinely wish to change the world?

Ability score increase

Your increase one ability score of your choice by 1. Most svirfneblin tend to be intelligent, wise or hardy.

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.

Superior darkvision

Your darkvision has a radius of 120 feet.

Stone camouflage

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

Tomte

The forest-dwelling tomte gnomes are known for their tricks and hardiness, which borderlines cruelty. They are the subrace of gnomes that are the most widespread, though they have little in the way of communities that the other types of gnomes seem to value so high. Tomte enjoy living in rural farmlands where they contribute to the prosperity of human or halfling communities in return for shelter, respect and payment.   Tomte characters tend to be sarcastic and playful. They are hard workers, who delights in designing new farming tools that often integrates animal muscle power to fuel them. A gracious tomte can communicate with small animals, convincing rats to find better breeding grounds, or guide dogs to look after sheeps more efficiently. The only animals that tomte seem to not get along with are cats, whom they often hate and fear.   When playing a tomte, consider how you prefer to interact with other people. Are you kind-hearted and helpful, or do you prefer to cheat and bully your way in life? Why do you pursue adventuring? What are some of your favorite stories that you have learned from the animals you have befriended?

Ability score increase

Your increase one ability score of your choice by 1. Most tomte tend to be intelligent, strong or hardy.

Magical affinity

You learn one cantrip of your choice from the druid selection of spells. 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.

Tinker Gnome

Almost exclusively found in the Silver Hills, tinker gnomes are among the worlds best inventors, their minds overflowing with impossible designs that will one day change the world. Residing in workshops and large community halls, there is always noise, activity and discussion in tinker towns, accompanied by sounds of explosions, turning wheel cogs and screeching metal plates.   Tinker gnome characters tend to be curious, witty, and extremely extrovert. Tinker gnomes like to work hard and play hard. After long working hours, they gather up in large community hubs where they celebrate lives and their latest inventions together. During such celebrations, tinker gnomes care little about station and function, but when the sun rise once more, a strict hierarchy sets in place, clearly distinguishing between veteran gnome crafters and newbies still learning to master their craft. Tinker gnomes live for the day where they finally craft something worthy of divine approval, at which point, they are destined to return to the golden halls of their deities.   When playing a tinker gnome, think about what your greatest invention so far is. Does it have a a pragmatic use, or it is a display of the art of tinkering? How does your tinker gnome express themselves? Do they wear dirty oil-slicked uniforms, or have they implemented some of their trinkets into their attires? What does your tinker gnome think about their destiny to return home to the golden hills?

Ability score increase

Your increase one ability score of your choice by 1. Most tinker gnomes tend to be intelligent, dexterous or hardy.

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.

Leprechaun

Wandering the roads in solitude across the Homelands, the leprechaun gnomes are seen as omens of good luck across the region. Even the most vile and egregious creatures know better than to cause a leprechaun harm or ill will, as they can be extremely vengeful in return. Like all gnomes, the leprechauns are adept at magic, but in addition to this, leprechauns are also known for their luck and wealth. They are mostly interested in collecting stories and invent new ways to earn gold.   Leprechauns tend to have a wanderlust unmatched by most other races. Nothing pleases a leprechaun more than travelling and they can easily be persuaded to undertake long journeys with little to no motivation.   When playing a leprechaun, consider what sort of stories you love to collect. What can convince you to join up with a group of adventurers for a time? The promise of gold, or the promise of stories? What infuriates you, and how do you deal with it?

Ability score increase

Your increase one ability score of your choice by 1. Most leprechauns tend to be wise, charismatic or hardy.

Speed

Your base walking speed is 35 feet.

Hidden reserves

When performing a Intelligence (Investigation) or a Wisdom (Perception) check, you may add a bonus equal to your level to the final result. You may use this trait once, and regain the ability to do so upon dawn.
Origin/Ancestry
Sylvan
Lifespan
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.
Average Height
Gnomes are between 3 and 4 feet tall.
Average Weight
Gnomes average about 40 pounds.

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