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Gnomes

Gnomes, only slightly taller than Halflings, are rarely seen outside their settlements, the majority of which exist as vassal entities to the Dwarves and Elves. Gnomes are master tinkerers, designing many contraptions to make their lives, as well as those they serve, more convenient. They are naturally curious, often taking apart unfamiliar devices to learn how they operate, and often improve upon them. This curiosity has even bled into the medical field, and Gnomish doctors are highly sought after by the nobility of various races. Gnomes live about as long as dwarves, up to 500 years. These smallfolk squeeze every ounce of living as they can into their long lives, and often end up mastering several skills and crafts by the end stages of their lives.   While Gnomes treasure their families and friendships, they are highly individualistic when it comes to their appearance, each hoping to adopt their own unique style. Gnomes often leave their tight knit communities to become adventurers, in hopes of discovering something grand to bring back to their underground burrows. These settlements are often difficult to find, but the Gnomes are quick to greet visitors with genuine smiles, and encourage strangers to participate in their renowned and frequent festivals. Gnomes are quick to joke, leading to jubilance in their communities, but can often offend their more serious neighbors. Gnomes living amongst humans, Dwarves and Elves rarely join their militaries as warriors, but find employment as engineers or craftsmen. They are capable farmers, but not as adept as the Elves or Halflings. The Gnomes have their own pantheon, just like most races, but those who reside with the Elves and Dwarves worship their gods as well.
Species Traits:
   
  • Intelligence +2
  • Small Size (usually between 3' and 4'6" with a variety of builds)
  • Gnomes age at the same rate as Humans until adulthood, but live much longer lives, up to 500 years. A Gnome's hair often turns grey or white before they are 50 years old, giving many Gnomes the habit of dying their hair fantastical colors, by mundane or magical means.
  • Walking Speed: 25ft
  • Darkvision 60ft
  • Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Typical Languages: Gnome, Common
Subcultures/Subspecies:
Forest Gnomes
The first records of Gnomes in Endunia were of those who dwell alongside the Wood Elves of the Trembling Forest, lending credence to the oft debated theory that Gnomes came from the Feywild and are kin to the Elves. These Gnomes are rarely seen outside the Trembling Forest, even among other woodland realms. Like most Gnomes, Forest Gnomes are helpful and friendly to outsiders, but are often shy, only approaching unknown peoples when they are assured they are trustworthy. The Gnomes of the forests are close to nature, often making their homes in massive logs or carving passageways weaving through the trunks of massive, living trees of old-growth forests. Their villages are often concealed, by both camouflage and magic, and difficult to spot for outsiders, even the villages along well-traveled paths. Forest Gnomes are known to be mischievous, opting to trick and frustrate their enemies into giving up, rather than defeating them by force. They make quick allies of the creatures of the forests, using them as messengers and, occasionally, spies. When Forest Gnomes do venture into the wide world, they make phenomenal performers, spies and architects. Their mages are usually excellent teachers, quick to pass on their knowledge to worthy students.
  • Dexterity +1
  • 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.
  • Extra Language: Elven
Rock Gnomes
The most common Gnomes found in Endunia, Rock Gnomes are those that are typically found living amongst Dwarven civilizations, but also cooperate closely with Human and Halfling settlements. Many Rock Gnomes are avid travelers and explorers, often making their living prospecting and mining in even the most remote areas of the continents. Rock Gnomes are excellent craftsmen, often picking up several trades in their long lives, and unpeered engineers. Most Rock Gnomes show an affinity for tinkering, and the most skilled among them are much sought after by other species' nations, for both civil and military matters. Many of the most ingenious inventions in both peace and war were designed by Rock Gnomes or their apprentices. Most Rock Gnome clans have numerous mages, and many of their craftsmen are known to imbue their works with magic. Despite a perceived focus on scholarly and crafty arts, Rock Gnomes are nevertheless known to have incredible endurance, useful for any adventurer. Despite outnumbering other types of Gnomes, purely Rock Gnome settlements are rare, as they usually share their villages and towns with Dwarves, Human and Halflings. Rock Gnomes are a welcoming and open bunch, quick to adopt select customs and traditions of their neighbors, especially if they involve a celebration or festival.
  • Constitution +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.
  • Extra Language: Dwarvish

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