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Gnome

Gnomes are a race of small humanoids with an innate connection to the Feywild, similar to Elves. Gnomes are curious and inventive by nature, and are known around the world to be great inventors and innovators. Many of the world's technological advances are thanks to a gnomish inventor.

Gnomes typically stand between 76 and 106 cm, and weigh around 18 kg.  

Game Statistics (3.5e)

  • -2 Strength, +2 Constitution, +2 Intelligence.
  • Size: Small. As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Speed: 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

Game Statistics (5e)

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 20. They can live to 150 years on average.
  • Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Low-Light Vision. A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
  • Languages. You can read, speak, and write Common and Gnomish.

Forest Gnome

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
  • Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Rock Gnome

 
  • Ability Score Increase. Your Constitution score increases by 1.
  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
  • Tinker. You have proficiency with artisan 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. At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

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