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Tinker Gnomes

Rock Gnomes

Gameplay:

For a full description of forest gnomes and rock gnomes, refer to the Player’s Handbook (p. 35). When designing a gnome player character use those pages as your guide. A rock gnome character will have her home in or near a coastal city, usually in a small gnomish neighborhood. Forest gnome characters will have her home further out in the hinterlands in small gnomish villages that do their best to remain hidden. The desire to take “The Return Voyage” and go with the air gnomes back to their homeland can be a motivation for your character. Work with your DM to develop your character's backstory.
Gnomes come in three subraces; forest gnomes are descended from tinker gnomes who are descended from air gnomes. For a full description of forest gnomes and tinker gnomes, refer to the Player’s Handbook (p. 35) and the section below.

Strangers in Another’s Land

Gnomes are not native to The Civilized Lands. The progenitors of all gnomes, the air gnomes came long ago from their hidden homeland of Gnomeland. The tinker gnomes descended from them and made their home in the cities of The Civilized Lands. And in time the Forest Gnomes descended from them and moved into the wilderness.    

Going Native

As gnomes have dispersed into The Known World, each subrace has adopted more of the attributes of their adopted homeland than the one before it; in particular magic. Air gnomes with their engineering and technology, have an aura that actively opposes magic. However, their tinker gnomes descendants have combined the magical arts with their engineering. Finally, the forest gnomes (descended from tinker gnomes) have abandoned engineering entirely for the magical arts.    

The Return Voyage

While most rock and forest gnomes are completely satisfied with their lives and their communities, some dream of “returning” to their homeland. While air gnomes share nothing about Gnomeland (even its existence) with their earthbound brethren, many rock and forest gnomes, having seen the marvels of the air gnomes’ airships and engineering have become resolved to gain passage on an airship and return to Gnomeland.   “The Return Voyage” as the gnomes call it, is a dream of many of The Sword Coast’s gnomes. The air gnomes make clear that this is a one way trip, any gnome that boards an airship and departs with it will not return to The Sword Coast. “The Return Voyage” cannot be simply purchased with a purse filled with gold coin. “The Return Voyage” must be earned.  

Earning Passage

As air gnomes do not venture further than their trading houses, when they visit The Sword Coast, they will hire local rock and forest gnomes as their agents. These gnomes act as couriers, liaisons, envoys, investigators, and representatives on behalf of their air gnome employers. They do anything that their employer needs done. This can include contacting trading partners, finding new suppliers of goods, representing their employer in front of the king or local magistrate, or bringing information or maps from inland areas. However, on occasion, the tasks that the local gnome is sent on are of a more clandestine and dangerous nature.   While the air gnomes care little for treasure or magical items, they have a keen interest in history and historical artifacts. The more cunning and capable of their local agents are sometimes tasked with the retrieval of ancient texts and artifacts. These missions can send a rock or forest gnome into a prince’s treasure vault to get the family crest of a conquered foe or the ruined citadel of a legendary wizard to retrieve a tome from her library, or any number of harrowing adventures. When the forest or rock gnome has proved her worth, by completing enough of these missions, they are accepted into the ranks of the air gnomes and taken on “The Return Voyage”.
Ability Score Increase: Intelligence +2, Constitution +1.   Lifespan: 70-100 years   Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Speed: Base walking speed is 25 feet.   Darkvision: 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 can speak, read, and write Imperial and Gnomish. The Gnomish language is renowned for its technical treatises and its catalogs of knowledge about the natural world.   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 appIy.   Tinkerer: 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 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:
  • 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.
Parent ethnicities
Diverged ethnicities

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