Gnome Species in Ullthwaygon | World Anvil
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Gnome

Standard Hominid Race

Work In Progress!

This article is still under construction. The information found here may be out of date, contain errors or various inconsistencies.
  Gnomes may look like other Hominids but their origin is in the Fae. They are small and sometimes tiny creatures with innate magical abilities present from birth. Paradoxically they are very sensitive to magical energies and must take care of any damaging spells. Gnomes are sometimes confused with Halflings but nobody has seen enough of them to make a proper comparison.

Basic Information

Growth Rate & Stages

Gnomes are generally considered fully mature from the age of 35 onwards. However, most are given independence from the age of twelve after they have had their name day. These spry beings have been known to live up to 320 years, but are considered frail past their 99th birthday. Sadly, in their later years Gnomes are prone to suffer from a multitude of mental ailments and can become incredibly senile in their old age.

Civilization and Culture

Naming Traditions

Gnomes tend towards making up names on the fly; Simply choosing ones that sound pleasant or funny to them. At birth gnomish children are often given a simple three-letter name. They will use this as the basis for the name they will give themselves during their naming ceremony on their twelfth birthday.
Genetic Ancestor(s)

Gnome

A Standard, Tier 1 Race


Small Humanoid

Subtype(s): Fey

Speed: Standard 25ft.

Natural Armour: 10

Sences: Standard 100ft, Arcanasight 60ft.

Ability Scores

+3 Total: +1 Dex, +1 Int +2 Wis, +1 Cha, -1 Str, -1 Con

Resistances

Vulnerabilities

Natural Attack(s)

Punch

To Hit 1d20+Str/Dex | On Hit: 0+Str Blugeoning Damage | 2x Critical

Racial Proficiencies

Arcana, Stealth, Mechanics, Planes

Racial Languages

Gnomish, Common, Undercommon, Sylvan

Racial Features

Illusionary Aptitude

You have an innate ability to conjure illusions. You can cast the cantrip "Minor Illusion" as a spell-like ability. In addition, once a day you may cast any 1st level Illusion spell as a spell-like ability using half your level as your caster modifier. You gain an additional use of this ability for every 5 levels you gain above 1st.  

Shimmering Shield

Being closely linked to the magic of the Feywild, your body emits a shimmering cloak of energy which protects you from misfortune. This shield of energy increases your AC by +2 while active. However, these defences are not impervious, and the shield will drop upon taking damage, becoming frightened, or failing a saving throw. Over time, this protection will naturally reform during subsequent turns, the cloak returning after 10 turns (1 minute) minus your Wisdom modifier and half your level (minimum of one turn).  

Weak to Corruption

While your will may be mighty, the tendrils of darkness tug much harder on your mind. When encountering creatures of malevolent power such as demons, devil and vampires, your attempts made to see through their disguises are done so with disadvantage. Additionally, you have disadvantage on saving throws against being charmed by such beings. If you do uncover one of these creatures true nature, you are supernaturally compelled not to disclose this knowledge- to overcome with compulsion, you must succeed a DC 16 Wisdom saving throw. Due to this corruptive nature, however, dark powers are inclined to keep you alive so long as you have not personally angered them.

Alternative Racial Features

The following features can be take in place of standard racial features.

 

Racial Feats

You may pick any one of the following racial feats in place of an ordinary feat upon reaching the appropriate level.

 

Racial Heritages

Survival

Life Stages

Synergies


Block Link: Gnome [URS]

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