Borbul (bôr-bul)

Gnomes are a people deeply connected to the natural world, short in stature, they make up for their small frame with the deep seated magic that flows through their blood. They like many others were birthed of the Feywild, given life and sentience from the powers therein. With the gnomish people splintering into three different clans, depending on the nature of their birth.   It is these three clans, and the unique nature of their being that keeps the gnomish people alive and well. The gnomish people were given sentience from the grand toadstools of the Feywild, with an innate connection to the flora and fauna of the land they are attuned to the primal energies around them, filling them with its magic, and insight.   With the Lutins or Life Gnomes waking to the spring courts light, life, and bright outlook. The Spriggans or Lost Gnomes waking to the autumnal courts of loss, harvest, and fear. Finally, the Borbuls or Rock Gnomes were born of the Underbark, the darkened depths of the Feywild, these peoples took to the earth that surrounds them, from the crystals that grow from them, they are able to interpret the songs of their craft.

Physical Description

Gnomes are a short and strange people, standing on average only a few feet tall. These people make up for their small stature with their deep connection to the world around them, and the magics therein. They have short bodies and limbs, with large heads. They have fast growing hair, and for the men, beards of a similar quality. Gnomes have elongated ears and large eyes with irises that almost entirely fills the eye, like that of a dogs. Though all gnomes possess some physical manifestation of their origin, the appearances of the gnomish clans otherwise differ from one another here on out.   Rock Gnomes or Borbuls are a sturdy and chiseled people with skin seemingly carved from the rock itself, ranging in shades from simple greys, tans, and browns to darker greens, browns, or even black as obsidian, and everything in-between. They, like all gnomes, manifest a piece of nature throughout their form, with the Borbuls manifestation being that of crystals of various colors and hues that grow throughout their hair, often times replacing it entirely, except for the beards of the men. These crystals can grow short or long, and can form in a variety of patterns, often times they are treated to grow in certain ways, creating a variety of strange and interesting ‘hair’ styles. Their eyes range in color from the vibrancy and shade of any gemstone, appearing to be gems themselves.  

5e Racial Stats

  • Ability Score Racial Traits: A borbul increases their Intelligence score by 2, and one other ability score of their choice by 1.
  • Type: Borbuls are humanoids with the gnome subtype.
  • Size: Borbuls are small.
  • Speed: Borbuls have a base speed of 25ft.
  • Languages: You can speak, read, and write Common, Gnomish, and Terran.

Artificer’s Lore (1)

Whenever you make an Intelligence (History) check or an Ability (Research) 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.

Darkvision (x)

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 (2)

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Keen Hearing (1)

You have advantage on Wisdom (Perception) checks that rely on sound.

Obsessive (1)

You gain proficiency in one skill of your choice, as well as one tool or vehicle of your choice.

Tinker (1)

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.

Wright (2)

Whenever you would restore hit points to an object, you restore an additional amount of hit points equal to your Intelligence modifier (minimum of 1).

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
20 years +2d6 years (22 – 32 years) +4d6 years (24 – 44 years) +6d6 years (26 – 66 years)

Young Middle Age Old Venerable Maximum Age
10 years 100 years 150 years 200 years 200 + 3d100 years
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female 2' 10" +2d8" (3’ 0" – 4’ 2") 30 lb. +2d10lb. (32 – 50lb.)
Male 3' 0" +2d8" (3’ 2" – 4’ 4") 35 lb. +2d10lb. (37 – 55lb.)

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