Rock Gnome

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.   Rock gnomes are among the most likely of gnomes to not have plant growths, but those that do tend to have ones of things like ivy, succulents, or orchids. Rock gnomes have a natural gift for inventiveness, possessing magical gifts that allow them to tinker and create. They tend to be loud and excited, and are the most commonly found of gnomes in Agathok, as they tend to live within established 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  

Rock Gnome Traits

Your character has the following traits.  

Rock Gnome

Ability Score Increase Int +2; Con +1
Size Small
Speed 30 ft.

Alignment. Choose one of the alignments approved by your GM. Typical Rock Gnomes tend towards Lawful and Good 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 30-60 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.  


  Darkvision. You have Darkvision with a range of 60 feet.   Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma Saving Throws.   Minor Obsession. You have Proficiency with one Tool or Vehicle of your choice.   Memories of Invention. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add a bonus to the roll equal to your Proficiency Bonus.   Tinker. You know the Mending and Prestidigitation cantrips. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for the spells you cast with this trait (choose when you select this ancestry).   In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, a fire starter, or a music box.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both.
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ You can have three such devices in existence at a time, and each falls apart 22 hours after its creation or when you dismantle it with a touch as a Utilize action.