Rock Gnome Species in Avalor | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Rock Gnome

Untamable Curiosity and Innovation

  When most folk in Avalor talk about gnomes, they mean rock gnomes. Unlike their shy forest cousins, the inquisitive and irrepressible rock gnomes interact regularly with individuals of other races, especially if those individuals have something to teach them. Rock gnomes prefer to live on the edges of other settlements in their own enclaves, though the occasional adventuresome rock gnome takes up residence in a human or dwarven city.   Rock gnomes who leave their communities often find work by using their racial aptitudes to their advantage. Their heritage and their interest in precious stones leads many rock gnomes to become skilled gemcutters and jewelers. They adore arcane magic and will enthusiastically pursue wizardry. Rock gnomes also use their affinity with machines to work as tinkers, alchemists, and engineers. Although dwarves will take credit for the invention of the warforged, firearms, skyships, and other new technologies, it was primarily rock gnomes dwelling in dwarven cities and working closely with the Artificer's Guild who were at the forefront of these innovations—dwarves merely began mass production.   Rock gnomes can be found in small pockets all across major cities in Avalor. It is rare that they'll form their own settlements; the city of Blackstone in Aberran and the city-state of Zwisterboorn are the only significant places with a gnome majority. In dwarfholds, rock gnomes are frequently at the forefront of innovation, constructing all manner of mining machines and devices to increase productivity. In human communities, gnome tutors and sages are popular, since their comparatively long life spans enable them to acquire and pass on knowledge for generations.  

Rock Gnome Traits

  As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes   Ability Score Increase. Your Constitution score increases by 1.   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 apply.   Tinker. 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.
Genetic Ancestor(s)
Lifespan
350-500 years
Average Height
3'0"-3'8"
Average Weight
37-48 lbs

Comments

Please Login in order to comment!