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Gnome

Gnomes, or the Forgotten Folk as they were sometimes known, were small humanoids known for their eccentric sense of humor, inquisitiveness, and engineering prowess. Having had few overt influences on the world's history but many small and unseen ones, gnomes were often overlooked by the powers that be, despite their craftiness and affinity for illusion magic. Gnomes were present in nearly every human city and most caravan-stop villages where other cultures and non-human races were at least tolerated.

Description

Gnomes were very small compared to most other races and, with an average height ranging between 3′0″‒4′0″ (0.91‒1.2 m)[1] and a weight range of 40‒45 lb (18‒20 kg), the average gnome was generally larger and heavier than a Halfling, though forest gnomes – ranging between 2′1″‒2′10″ (0.64‒0.86 m) in height and 21‒35 lb (9.5‒16 kg) in weight – tended to be smaller than halflings, leading some scholars to erroneously classify all gnomish races as "smaller than the hobbits".   Gnomes were also very long-lived, often living as long as elves, which meant living over three centuries was not uncommonly rare and five centuries was not unheard of. Generally, gnomes were considered to reach maturity at forty years of age. However, unlike elves or eladrin, gnomes showed a greater degree of aging as they grew older and once a gnome had passed his or her first century, their hair began to gray, if it was not already white, and their skin began to wrinkle as in humans or dwarves [Dwarf]. However, even the oldest gnome retained a vitality that would be extraordinarily unusual among many of the younger races.   While halflings were commonly said to resemble short humans, gnomes were more comparable with elves, with whom they shared pointed ears and high cheekbones, or even dwarves, due to their tendency to grow beards and live underground. Many gnomes had a more feral appearance than either, however, with hair that often sprouted from their heads in odd directions.[10]   The skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome. Similarly, gnomish hair varied wildly in color from blonde and brown to more exotic colors like white, orange, or even green. Gnomish eyes were often—particularly in individuals who were native to the Feywild—glittering black or blue, although more natural eye colors were also known to the race.   In terms of clothing, gnomes often preferred those with earthen tones or made of leather. They similarly preferred jewelry with earthen tones.  

Subraces

Forest

Forest gnomes were among the least commonly seen gnomes on Dünya, even moreso than svirfneblin. Small and reclusive, forest gnomes were so unknown to most non-gnomes that they had repeatedly been "discovered" by wandering outsiders who happened into their villages. Timid to an extreme, forest gnomes almost never left their hidden homes.

Rock

Rock gnomes were a curious, childlike race very much unlike their cousins, the svirfneblin and the forest gnomes. When most people thought of gnomes, they were thinking of the rock gnome. Rock gnomes embodied the characteristics of their creator and patron deity, Grap Gelukkig, choosing to spend their long lives by filling each day with as much fun and enjoyment as possible.

Deep

Deep gnomes, called svirfneblin in their own language, were a gnome subrace that lived in the Underdark. While their surface cousins were known for their boundless optimism and cheerful mischief, the svirfneblin were serious and suspicious creatures. They survived in the Underdark by maintaining wariness of others and working hard to keep their underground society secret.

A rock gnome inventor
 

Personality

Gnomes were an intelligent and innately curious race. Gnomes might have lacked the drive and ambition of other races, particularly humans, but their creativity gave them a strong ability for ingenuity. Most gnomes were content to live simple lives, acquiring knowledge merely as a hobby but others explored lost ruins, delved deep into the heart of the world, and conducted dangerous research in their unquenchable thirst for knowledge, leading more than a few to an untimely demise.   Gnomes were naturally witty and jovial, and they preferred to overcome obstacles through cunning and innovation rather than the obvious way. Ever curious, gnomes were drawn to adventure more often by a desire to see the world than out of greed or the hope of fame. It was this curiosity, along with their cunning and witty repartee, that made gnomes both entertaining friends and adept arcane spellcasters or scholars.   Gnomes who left home to seek an adventurer's life were rare, given the race's famed shyness and lack of ambition. Those that did were motivated by a number of factors, but the impulsive race was often driven by curiosity more than anything else. Many gnomes felt no more rationale for adventuring than simply to explore the world that surrounded them. A few, the more orderly ones that is, sought out adventure for more innately noble purposes, such as to help others, but these gnomes were rare. Other gnomes were driven to become adventurers by little more than simple avarice, as adventuring was often seen as a quick, if unsafe, avenue for wealth. Adventuring was not necessarily a welcomed lifestyle among gnomes, despite the curiosity that filled the whole race, and sometimes was, in fact, seen as a betrayal of sorts to a gnome's clan.   Most gnomes loved gems, particularly rubies, but they were not avaricious. The gnomes that most people encountered were content to raise goats, grow potatoes, and live a life of honest hard work.  

Abilities

Gnomes were a naturally intelligent and creative race, with a charm about them unusual for other humanoids. Gnomes also had a strong affinity for all things magical. In particular they had a natural grasp of the arcane, with many having the innate ability to cast spells and cantrips, with others being able to make small magical items. Gnomes also had a natural affinity for stealth, an affinity they could sometimes pass on to others, and illusion, both for the purpose of using it for themselves as well as seeing through other attempts at it. Gnomes were well-suited to all forms of arcane training, particularly that of a bard, sorcerer, warlock, or wizard.

Society

Like other races, gnomish culture varied based on region and ethnicity, but a few characteristics were common to most gnomes. Among virtually all gnomes, great value was placed on one's ability to avoid trouble and stay out of the way of others. Children's games often involved elements of stealth and, among adults, drawing attention to one's self was considered a breach of etiquette. Most gnomes tried to remain inconspicuous and quietly left the scene of a fight. The few legends of gnomish heroes were not of powerful warriors but of subtle tricksters, who sneaked past or tricked their opponents rather than vanquishing them in combat. This in part came from the long-standing issue gnomes had faced, namely their miniscule size compared to larger predators or enemies, whom few gnomes could hope to stand toe to toe with in a fair fight.   Gnomes had an intricate society based on their love of all kinds of arts, pranks, and their long lives. Gnomes loved indulgence, and they made most celebrations on a grand scale. Gnome weddings lasted for a week, even though gnomes didn't view love the same way humans did. If love began to go wrong between a couple they might break up, believing it was a prank by Grap Gelukkig. Their society was based on art; all gnomes had to take up some form of art, whether music, painting, cooking, building, or any other form that was considered creative by the time they came of age.   When living among other races, particularly humans, in an urban environment, gnomes were often shopkeepers or worked as everyday blacksmiths (leaving the fancy armor and weaponsmithing to the dwarves). They also worked with brass, bronze, tin, and pewter, casting and etching practical household items. Other occupations included gemcutters, mechanics, sages, or teachers, the last in particular being a highly valued profession by human employers, who knew that a single gnome could tutor multiple generations.

Combat

Gnomes were known to wear a wide range of armor and shield types into combat. Including leather, studded leather, ring mail, and chainmail. In terms of weapons they most commonly fought with clubs, short bows, short swords, slings, and spears.

Lairs

In the Feywild, as well as some places on Dünya, gnomes typically lived inside trees. As such they were fond of small woodland animals, feeling a sense of natural kinship with them. And much like these animals, gnomes had an aversion to danger that made them naturally inclined to hide away if able. Thus many of their homes were carefully hidden by magic or other methods. Gnomes primarily lived in wooded, hilly landscapes, most often underground. They typically built houses in the shape of mushrooms and trees with cellars and escape tunnels. Generally speaking, though, gnomes enjoyed the fresh air a good deal more than other subterranean races such as dwarves or drow and rarely burrowed very deep, spending a great deal of time on the surface. Gnomish homes or communities were generally well-hidden, making it difficult for unwelcome visitors to find them. Within, gnomish houses were warm and comfortable, akin to the burrows of small mammals.

Religion

The primary gnome deity of the Gnomish Pantheon was Grap Gelukkig . Other deities of the pantheon were Vinder Ketellapper, Woud Kluizenaar, Lusie Bewaker, Steen Edelstenen, and the evil god Hebzucht.   Gnome funeral rites often employed cremation. It destroyed the body, (preventing desecration), and released the spirit to find its own way. Cremation was also not land-intensive, and they were fairly quick to pull off if wood was abundant. Personal objects were also burned to send into the afterlife with the deceased.

Relations

Gnomes, in general, were a reclusive people who'd rather stay out of others' affairs. Though some races interpreted this as cowardice, it's more the case that gnomes simply had nothing at stake in the conflicts between most other races and after centuries of being ignored or stomped on, were not particularly eager to fight someone else's fight. In fact, generally speaking, gnomes were a very courageous and good-hearted race, who frequently used their neutrality as a way to negotiate disputes. Of all the races in Dünya, it's fair to say that gnomes had the fewest enemies, although they had very few friends as well.   Gnomes rarely intentionally invoked ire in any group, but at times circumstances made conflict with other races unavoidable. In the Feywild, gnomes were particularly wary of the fomorians that sometimes enslaved them, regarding them with fear and caution. In the Material Plane, gnomes were most often at odds with goblins [Goblin] and kobolds [Kobold], who lived near them and often war with them for territory or wealth. In these cases, gnomes were rarely the aggressors, owing to their tendency to avoid trouble rather than cause it.   Gnomes were on fairly good terms with other fey, being particularly fond of eladrin, though they also shared good relations with elves. Gnomes also had sympathy for the fey commonly enslaved by fomorians, feeling empathy for creatures that shared the fate many of their forbears had suffered. Gnomes also got along well enough with halflings.   Among those gnomes who lived in the caverns of the Prime, dwarves were often counted as friends, due in part to the two races' physical and cultural similarities. Additionally, dwarves and gnomes both counted goblins and giants as enemies and could often be found working together against them. Gnomes were generally suspicious of other races, however.  

Culture

Gnomes produced distinctly-colored glass items. The gnome glass was green like impure jade and translucent. This hue was a result of the gnome crafters melting and reshaping glass. Gnomish green glass cups were a commodity found throughout the world.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Small.
  • Speed. 25 ft.
  • Darkvision. Accustomed to life underground, 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 Common and Gnomish.

Subrace: Forest

  • Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Subrace: Rock

  • 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.

Subrace: Deep

  • Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the 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 finish 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 with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using 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 race).

Spellstain

Mark of Scribing

  • Gifted Scribe. When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
  • Scribe's Insight. You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
  • 1st Comprehend Languages, Illusory Script
    2nd Animal Messenger, Silence
    3rd Sending, Tongues
    4th Arcane Eye, Confusion
    5th Dream