Deep Gnomes

Gnomes are magical folk who pervade busy warrens and close-knit communities. They have a natural affinity for nature, and despite not originating from the Feywild, are often characterized having fey-like qualities to them. Gnomes are petite folk with big eyes and pointed ears, and often have plant-like growths.   Deep Gnomes are known to have plant growths of flora commonly found below ground or in shady places, like mushrooms, moss, or spider lilies. Deep gnomes have a unique gift for camouflage and nondetection; a gift that dates back to their ancestors who were first captives corrupted by illithids. Since then, deep gnomes have learned to survive for generations against most perils. As such, they tend to be more serious and calculating compared to other gnomes, and often live within secluded settlements.  

Gnome Reputation

Gnome Reputation

Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat or umbrella. They have a reputation for living frugal lives with impassioned hobbies, prioritizing their curiosity and enjoyment above most other things. As far as gnomes are concerned, being alive is a wonderful thing, and so they constantly strive to squeeze every ounce of enjoyment out of their often three to five centuries of life.
 
For a gnome, enjoyment is life itself for them. It’s not that they ignore or don’t feel emotions like sadness or nervousness, but to them both mentally and physically, strong negative emotions like depression can and will often kill them. To a gnome, death is not something that should be met with misery but rather, with longing. Gnome funerals are typically cheerier than other species, and gnomes often rejoice when a friend passes away doing what they loved doing.

 
 

Plant Growths

Plant Growths

Though not all gnomes have a plant-like growth, most do. This growth always appears on a gnome’s head, and always mimics the appearance of an existing flora. This growth can range wildly in shape, size, and color, but a gnome’s heritage always determines the family of flora their growth can be. Furthermore, even if a gnome doesn’t have a growth their children might, for instance, inherit the same growth their grandparents had.
 
A gnome’s growth is attached and grows out from their skull, and is often compared to a typical creature’s hair. If a growth is cut, though it might sting for the gnome, it will eventually grow back. If it’s “uprooted” however—a grisly act of violence to any gnome—it will never grow back. A growth will also often reflect the current health of a gnome, with wilting of a growth being a telltale sign of an unhealthy gnome.

 
 

Gnome Names

Gnomes love names and some are known to have half a dozen or so. Despite this, gnomes tend to not use more than two when speaking with other species. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions.   Masculine Names: Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook   Feminine Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna   Nicknames: Aslthearth, Badger, Cloak, Doublelock, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck  

Deep Gnome Traits

Your character has the following traits.  

Deep Gnome

Ability Score Increase Dex +1; Con +1; Int +1
Size Small
Speed 30 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Deep Gnomes tend towards Chaotic and Neutral alignments.   Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.   Size. You are Small (about 3-4 feet tall), and weigh about 40-80 pounds.   Speed. Your land Speed is 30 feet.   Languages. You can speak, read, and write Common and Gnomish.   Life Span. Gnomes mature at the same rate as humans, but stop “aging” at around 20 years, living thereafter so long as they continue to find purpose in life–whether that’s joy, wonderment, curiosity, or something else. That said, they typically settle down at around 40, and live on average about 400-500 years.  


  Superior Darkvision. You have Darkvision with a range of 120 feet.   Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma Saving Throws.   Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make that check with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you complete a Long Rest.   Gift of the Svirfneblin. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell again with it until you finish a Long Rest. You can also cast either of those spells using any Spell Slots you have of the appropriate level.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Intelligence, Wisdom, or Charisma is your Spellcasting Ability for these spells when you cast them with this trait (choose when you select this ancestry).