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Gnome

Summary   The proud and industrious Gnomes are never without energy and drive and not to be underestimated for their small stature. Their bodies’ remarkable resistance to magic has led their society to instead focus on scientific and technological advancement. Gnomes are very small, being only 3 to almost 4 feet in height, and weigh scarcely 30 to 80 pounds. All Gnomes have pale skin, but the wealthy are even paler, and tend to regard this as a sign of status. Their hair is dark with colorful streaks and is often creatively styled on their head or covered by expensive wigs. They have long hairy tails, nearly as long as they are tall. Gnomes have large heads for their size, and the males are often endowed with prodigious noses. Gnomes mature in their teens, and on average live until their 70s.   Gnomish culture highly values Footpads (rogues), Missionaries (clerics), and Conquistadores (rangers) but disregard druids as savage, volatile, and morally dubious.    

Gnomish Traits

Ability Score Increase: Your Wisdom score increases by 2.   Size and Speed: You are small size and have a base walking speed of 25 feet.   Darkvision: Your ancestors were accustomed to life underground, and 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 saves against magical effects.   Languages: You speak Common and Peutian, a massive language with deceptively simple grammar that is full of unofficial rules, rhetorical devices, and colloquialisms that make it difficult to fully understand.    

Urban Gnome

Your ancestors lived in the unbelievably dense urban centers of the Gnomish homeland. You have inherited their education and industrial knowhow, and can create basic machines from raw materials.   Ability Score Increase: Your Intelligence score increases by 1.   Industrial Education: Whenever you make a Craft check, 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 1 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.    

Rural Gnome

Your ancestors lived in the beautiful, provincial countryside of the gnomish homeland where religious vigor is as prolific as farm animals. You have inherited their nimble hands, dancing feet, and incredible work ethic, and can recover your energy quickly compared to most others.   Ability Score Increase: Your Dexterity score increases by 1.   Gnomish Vigor: You may take a short rest in the span of one hour, rather than 8 hours.   Gnomish Faith: You have proficiency in the Religion skill.

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