Gnomes Species in Pendent | World Anvil
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Gnomes

Created by Veraak on Veraakden, gnomes are clever engineers. They recognize the value of cooperation, and generally intend to join the many races together to ensure survival for the larger group.   The first species to invent a means of transportation between the floating islands. Brought low by The Changing of Hands which lead to a dicey relationship with Dwarves.   As a culture, gnomes take great pride in ingenuity and a good work ethic. Laziness and mediocrity are the greatest failings to a gnome, and those with such qualities are shunned.

Civilization and Culture

Major Organizations

Historical Figures

Interspecies Relations and Assumptions

Aasimar

Agents of Altir can be trusted to do good things, and they continue to push toward their unreachable end of universal goodness.  

Dragonborn

If your ideas are particularly notable, a dragonborn might offer rare goods from their collections or financial support. Otherwise, they tend to spend more time politicking than enacting worthwhile long-term change.  

Dwarves

As the perpetrators of The Changing of Hands, dwarves are not well liked by gnomes. It may have taken place decades ago, barely a moment to a gnome.  

Elves

An excellent resource for knowledge collection. One cannot create something new without acknowledging the past or standing on the shoulders of giants (a phrase which, admittedly, doesn't translate well).  

Firbolgs

They like plants, eh? Anything new in herbology?  

Goliaths

Violence is not always the solution to all problems. Goliaths may be tricked more easily than most races, but that doesn't make trying it a good idea.  

Halflings

It's almost as if they prefer to languish in their homes! Agricultural wonders they may be, but one has never been called ingenious nor have they pushed boundaries for the greater world.  

Humans

Humans are more ingenious than most. Keep an eye on them, both for new ideas and for your own safety.  

Tieflings

Agents of Denara cannot be trusted, but one can't help but be inspired by their drive to corrupt. Tieflings might not do good works, but they are anything but mediocre!
Lifespan
400 years
Average Height
3 feet 6 inches
Average Weight
40 pounds

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Gnome

Ability Score Increase +2 Intelligence
Size Small
Speed 25 ft

Ability Score Increase

Your Intelligence score increases by 2.

Age

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 500 years of age.

Alignment

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.

Size

Gnomes are between 3 and 4 feet tall and weigh around 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 saves against magic.

Languages

You can read, speak, and write Common and Gnomish.  

Forest Gnomes

 

Ability Score Increase

Your Dexterity score increases by 1.

Natural Illusionist

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

Speak with Small Beasts

Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.  

Rock Gnomes

 

Ability Score Increase

Your Constitution score increases by 1.

Artificer's Lore

Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Tinker

You have proficiency with artisan 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.   At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
 

Languages. Common and Gnomish.

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