Gnome Species in The Five Realms | World Anvil
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Gnome

The gnome subraces are very distinct groups. The typical gnome, also known as the Rock Gnome, the Deep Gnome or Svirfneblin, and the Forest Gnome. The sturdy but diminutive gnome is perhaps the most misunderstood of the common races. They’re kind of like dwarves, but there’s more to them than that, indeed there is.   Gnomes do share some traits with their longer bearded cousins, they are exceptional miners, comfortable underground, and resistant to magic. Yet, to the shorter nosed dwarves, gnomes seem excessively frivolous, sometimes even weaklings. Gnomes are also cheerful and social creatures, of good-tempered and tolerant disposition. They regard rudeness as a major fault, a characteristic which in itself is enough to mark them as very different from most dwarves!   Gnomes are quite comfortable out of doors, well at home in a forest. The major rituals of gnomish life all occur beneath the stars, and no cosmic symbol is as important to them as an eclipse, in contrast to the dwarves, who prefer nothing so much as solid rock overhead and care little for cosmic occurrences of any kind.   Gnomes relish the company of other gnomes and will eagerly compete in the telling of tales. Their calendar is marked by many festivals, each of which is an occasion of great feasting, drinking, singing, and dancing. Although gnomes are friendly, they are also reticent, it is possible to know a gnome for many years without learning much about him or her. When a gnome does become friend with a member of another race that person is adopted by the gnome’s whole family as someone they like and trust. Gnomes have much to fear from the larger creatures of the world but they have not allowed this caution to become a compelling paranoia.   Very fond of good food, gnomes show little imagination in their recipes. They are skilled with fire, and quite uncomfortable, even forlorn if circumstances prevent them from having an evening blaze. Finally, the gnomes have raised the art of the illusionist to a cultural heritage that permeates many aspects of gnomish life and society. The steadfast loyalty and useful skills of a gnome character can provide fine additions to any group of adventurers.   Big of nose, pick with a laugh, cheerful, visionary, and industrious in their approach to life, the Rock Gnomes form the picture of the gnomish race as it is viewed by most of the larger folk who know them. Rock Gnomes are the most common type of gnome among the known relms, and indeed, when one speaks of a gnome chances are they means a Rock Gnome. While not a populous race in comparison to humans or other beings like elves and orcs, they are encountered in a wide variety of environments, showing no particulap preference for any one type of climate. They do, however, tend to make their homes in areas with an abundance of natural rock.   All gnomes have a fondness for gemstones of all kinds, and in fact each subrace has a stone that it reveres above all others. No other gnomish race, however, is as adept at cutting and shaping these precious baubles as are the Rock Gnomes. The gem symbol of this subrace is, appropriately, the diamond. Diamonds are used as symbols of status and accomplishment, and wealthy and highly regarded clans will often have dishes, candelabras, and other elegant possessions encrusted with these hard and precious stones.   The most distinctive physical characteristic of the Rock Gnome is an enormous nose a proboscis that is larger than that of any dwarf or human, despite the gnome's diminutive size. Indeed, the size of one's nose is a matter of some status among Rock Gnomes, and more than one good-natured debate has resulted in actual comparisons being made.   Rock Gnomes average about 3 feet in height and lightly-built. Their small frame is deceptive, however, for despite their size these gnomes are as strong as most humans. The eye color of a Rock Gnome is predominantly blue, though shades of green and, rarely, yellow or brown are not unknown. Such unusual eye colors are apparent from birth and is considered to signify either very good fortune or very dire omens, dependmg on the traditions of that particular gnomish community. The brownish color of the Rock Gnomes skin can be encountered in many shades, ranging from a light tan to nearly black. Only the males are bearded, with facial hair growing in near the beginning of the gnome’s second century of life.   While the average lifespan of a Rock Gnome is in the area of four centuries, it is not uncommon to find an elder patriarch or matriarch who has been around for more than 600 years. The oldest of them have been known to approach the venerable age of 750 years. The first half-century of a gnome‘s life is generally spent in a carefree childhood. Youngsters are indulged and benignly guided by their elders, with rarely a harsh word or punishment employed against them. The children learn by example and strive to please the adults around them. By the time he or she has reached 50 years of age, a gnome is expected to begin applying himself or herself to the development of a useful skill and to learn the basics of self-defense and weaponcraft. However, during this halfcentury long adolescence, gnomes are still not subjected to an array of responsibilities-instead, they are encouraged to experiment with a variety of trades and activities until they find those best suited to their own talents and personality.   The occasion of his or her hundredth birthday is of great significance to a Rock Gnome, for it indicates that he or she has reached adulthood. It is customary for his or her famiIy to host a large party, with a gathering of any clans within traveling distance to celebrate the coming of age. Since the party itself is likely to run for a month or more, it is not uncommon for gnomes to travel hundreds of miles for such a get-together. Each clan will bring a practical gift for the newly anointed adult, and it is a cause for great pride if the present is judged to be the finest among the array of gifts. However, the practical nature of these tokens is inviolate-boots, a shield, a sturdy tunic, even a weapon or tool are all appropriate. Gem-encrusted baubles, works of art, or simple decorations, although highly valued by gnomes, will not be given as coming-of-age gifts.   The industrious nature of gnomes is well documented, and probably represents their closest similarity to dwarves. In their pursuit of mining, gnomes are not so speedy to excavate as dwarves, but they are more careful with what they find. Indeed, many a vein of ore that has been "played out" by dwarven standards has been taken over by gnomes and continued to yield its riches to the more meticulous gnomish miners.   Nowhere is Rock Gnome precision more in evidence than in their stonecutting and gemwork. Their skill at cutting, polishing, and mounting gemstones is unsurpassed by any other race. They are also skilled enough metalworkers to make elaborate frames and mounts for jewelry. Indeed, gnomish metalsmiths work better with soft metals such as silver and gold than they do with iron and steel,another significant difference between them and their larger cousins, the dwarves.   Rock Gnomes are very social creatures, and generally live in thriving, active communities. Such communities are organized into up to a dozen clans, and all permanent residents are member of one or another of these families. Smaller outposts may consist of a single tightknit family, with a patriarch, matriarch, or pair of elders providing benign leadership over three or four dozen gnomes. The typical upper limit of any one community is 400-500 gnomes, mainly due to limitations in the surrounding food supply-not due to any desire for isolation from their neighbors.   Most communities of Rock Gnomes will be found within a few days’ or weeks‘ travel of each other, with grand gatherings of the clans-often including four or five thousand gnomes-held every decade or so. These festivals can last for a fortnight or more and generally climax in frenzied musical performances, nose-measuring contests, tournaments to determine who is best at drinking, snoring, and other things, and feasting.   The individual burrows of the Rock Gnomes are small and tidy. Generally a married couple will have a small chamber to themselves, with all children, cousins as well as siblings, sharing a common room. Adolescents are segregated by sex, with a large burrow having two separate chambers for its young males and females respectively. Most of these private chambers will be connected via tunnels to a central family chamber, where the fire is kept, food is prepared and eaten, and the family members meet for the talk and socialization that occupies virtually all their nonworking waking hours.   While Rock Gnomes can survive and even flourish in a community of humans, dwarves, elves, or halflings, few would care to leave their fellow gnomes permanently. It's far more common for a gnome to live among other races for a few decades, perhaps even a century or more, before returning home to his or her own clan. Perhaps a quarter of all Rock Gnomes spend at least part of their second century "seeing the world" before returning to take up his or her role in clan affairs.   To most surface dwellers the gnomes of this race are mysterious denizens of the Underrealm about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes’ evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.   These diminutive inhabitants are tenacious at survival. Unlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely self-reliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes. The answer to why they endure this hostile environment is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in any other subrace.   The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with a reverence approaching awe-so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and scepter.   Svirfneblin average between 3 and 3 and a half feet in height, rarely exceeding this norm by more then an inch or two. They are creatures of wiry muscle and tough bones, slightly thinner than their surface cousins but possessing as much strength as any other gnome. Like their cousins of the other gnomish subraces, Svirfneblin have prominent noses. Otherwise their faces are much narrower. Many males have completely hairless bodies, most females have only thin and stringy hair, which they wear no longer than shoulder length. A Deep Gnome's skin is rock-colored, predominantly brown or gray. Eye color is always a shade of gray, sometimes so dark as to be almost black.   The Svirfneblin are not so long-lived as their surface-dwelling kin, living to an average old age of only about 250 years; a good number meet a violent demise before this time is up. They mature relatively quickly, however, with the first quarter century of life considered childhood and the next two decades as a period of disciplined adolescence. A Svirfneblin is assumed to reach adulthood somewhere around the age of 45 or 50, though this milestone is not marked by any grand ceremony such as is performed by the Rock Gnomes. Indeed, the Deep Gnomes don't even keep track of the passage of days, so there is no way to record one's actual birthday.   The most valued common skill among the Svirfneblin is that of the miner, with perhaps 75% of any given community's adult males devoting themselves to that pursuit. Svirfneblin miners are exceptionally able with pick and shovel, capable of chiseling a passage through solid stone more quickly than Rock Gnomes or even dwarves. While mining is broken into specializations, such as choppers who do the actual pickaxe work, scouts who locate promising veins for excavation, and haulers who carry the tailings away from the scene, a Deep Gnome miner will be reasonably proficient at all aspects of his trade.   Perhaps because suitable habitat is harder to find in the Underdark than on the surface, Deep Gnome communities tend to be larger than those of the Rock Gnomes. Generally the Svirfneblin live in thriving cities located in deep cavern networks, often with more than a thousand residents. However, these communities are generally separated by great distances from any others of the same subrace, and thus they tend to be more insular than the towns of the gnomes who dwell on or near the surface. Indeed, most Deep Gnomes live out their lives without ever seeing another Svirfneblin community beyond the one in which they were born.   If a war is being contemplated, or a raid against some marauding monster becomes necessary, the warriors will be sent off with tales of great military campaigns in the past. It’s interesting to note that these war stories are not all tales of victory, the Svirfneblin, perhaps because of the many defeats they have suffered over the years, have a keen interest in doomed causes and will draw considerable emotional support from the story of a dramatic last stand made by their forefathers. Even cautionary tales, such as the obliteration of a city by treacherous Drow attack, are related at these celebrations and used as a warning against future lapses of vigilance.   The Svirfneblin survive in domains that are populated by many implacable enemies. The two most dire among these are the kuo-toa and the Dark Elves, who continually seek to drive these gnomes from territory they consider rightfully theirs. Illithids (mind flayers) often attack individual Deep Gnomes, considering them something of a delicacy, but never in such numbers as might drive away such tasty prey. Svirfneblin rarely encounter surface-dwelling gnomes, and the latter find them little less puzzling than do those of other races.   The cities of the Deep Gnomes are vast and complex places. Many layers of caverns, tunnels, and buildings are connected by narrow corridors and spiraling staircases. Generally, however, at least the central part of the city will occupy a single large cavern, with narrow streets winding among tall stone buildings. If large stalagmites are present, high-ranking Svirfneblin will claim these and excavate the interiors for the private homes; most residences, however, are carved into the natural bedrock of the earth.   Svirfneblin worship the same pantheon as their Rock Gnomes cousins, although they conceive of these beings as Deep Gnomes. Urdlen plays a large role in Deep Gnome mythology, with cautionary tales of how he snared many an unwary Deep Gnome being a staple of any Svirfneblin's upbringing.   This subrace is not so common as are the others, but its members fill an important niche in their environment. Forest Gnomes are shy and reclusive, and often the mere arrival of human settlers within their wooded domain is enough to send them migrating to a new, unspoiled home. Nevertheless, they have been known to aid adventurers from other races and are particularly friendly with elves.   The Forest Gnomes prefer a life in which no one knows who they are or where they live. They dwell in large swaths of woodland, and unlike the other gnomish subraces, prefer to dwell in houses that are at least partially above ground. They are creatures of nature far more than any of their cousins, and to those rare folks who meet them, and pass through the walls of initial shyness, they can prove to be steadfast allies and delightful companions.   However, this subrace has not totally abandoned the love of gemstones that is so inherent to all gnomes. The emerald is the favored gem of the Forest Gnomes, no doubt because it most accurately reflects the healthy colors of their verdant homelands. While these gnomes can make excellent gemsmiths and jewelers, their work tends to be reverent images of the flowers, leaves, butterflies, and birds that are such a key part of the Forest Gnome’s environment.   These are the smallest of the gnomish subraces, averaging from 2' to 2 and a half feet and peaking out at a few inches under three feet. They share the stocky physique of the Rock Gnome and the bulbous nose which is so characteristic of the race in general. They are the only gnomes inclined to wear beards and hair very long, and an older male is likely to have a beard that extends to within a few inches of the ground, and hair that, when unbound, falls all the way to his waist. These beards are a source of great pride to the venerable males,and they often trim them to a fine point or curl them into hornlike spikes that extend to either side.   The skin of a Forest Gnome tends toward greenish cast of tan rather like bark, although often darkened and ruddy from exposure to weather. Their eyes are generally brown or blue, but green eyes are not unheard of and are considered very attractive and the omen of a good life for their owner. Their hair color is brown or black, often becoming gray or white in old age.   The Forest Gnomes are a very long-lived people, with an average life expectancy approaching 500 years. Childhood and adolescence blend together in the growing process. Since these gnomes do not generally embark upon a craft or apprenticeship as a life speciality, there is no need to differentiate a carefree youngster from an equally happy-go-lucky youth. Adulthood is granted upon the hundredth birthday, and this anniversary is a cause for great celebration.   Shy and timid when it comes to relations ith other intelligent races, Forest Gnomes are very determined caretakers of their wooded domains. They are viewed with friendship by the animals of the forest and have developed a limited language of signs and sounds that allows them to communicate with these creatures, though without a great deal of detail.   These diminutive beings are exceptional woodcarvers, far more skilled than any other subrace at the working of this natural material. They can also be skilled carpenters, and their skills lean heavily toward natural-looking renditions of their structures. A storage shed, for example, might be built to resemble a clump of tightlyt clustered pine trees, concealing the fact that there is any kind of structure there at all.   The most hated enemies of the Forest Gnomes are orcs, with troglodytes and lizardmen close behind. These creatures will be ruthlessly attacked and ambushed whenever they are encountered. Despite their shyness, Forest Gnomes have made friends with elves and halflings, though they tend to distrust humans and dwarves, who in their experience all-too-often view trees only as so much firewood.   Occasionally, with great courage, one of these smallest of gnomes will venture out of his or her forest domain in a quest to see the world, though he or she will usually try to return after a few years and will never be entirely comfortable in a place that has no trees.   Forest Gnomes are sometimes mistaken for brownies by those humans who catch a rare glimpse of them, but the two races are not related. The two races are friendly but their paths seldom cross. Brownies are highly magical, forest gnomes distrust magic, in fact they make less use of it in their daily lives than any other gnomish subrace.

RPG Datasheet

Gnome

Player's Handbook page 35  
Ability Score Increase
Your Intelligence score increases by 2.
Age
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Alignment
Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size
Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
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. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Subrace
Three subraces of gnomes are found in the world including rock gnomes, deep gnomes or svirfniblin, and forest gnomes. Choose one of these subraces.
 

Subrace 1: Rock Gnome

Player's Handbook page 37  
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.
 

Subrace 2: Deep Gnome or Svirfnibin

Elemental Evil Player's Companion page 5  
Ability Score Increase
Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age
Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Alignment
Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.
Size
A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
Speed
Your base walking speed is 25 feet.
Superior Darkvision
Your darkvision has a radius of 120 feet.
Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Stone Camouflage
You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Languages
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes adventurers) pick up enough Common to get by in other lands.
 

Subrace 3: Forest Gnome

Player's Handbook page 37  
Ability Score Increase
Your Dexterity score increases by 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 ar smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

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