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Gnomes

Standing at around 3 feet tall, Gnomes are said to have seeped into our plane through the elusive Feywild. It is unknown exactly how this occurred, but some theories suggest the Nameless God of Trickery wished to light up the plane and as such released Gnomes unto our world. Cheerful, plucky and creative folk, there is never a dull moment around Gnomes. Thought to come from the fusion between the God of Trickery and the Goddess of Knowledge, Gnomes are gifted with the ability to craft, tweak and invent new creations and have an innate desire and love to do so. Similarly to dwarves, Gnomes also came from the Earth, but rather than dirt or stone shaping their form, Gnomes are formed from trees. For a Gnome to be made, another Gnome must adorn a tree at least 20 years old with all matter of creations, engravings, baubles and inventions that the Gnome desires. Once finished, the tree takes these creations into its own form, absorbing them. Within the next week, a new gnome will burst out of the tree infused with some of the knowledge of the inventions that gave it form.   When you pick gnome, you gain the following features as well as any features gained from your subrace:  

Gnome Knowledge:

You are able to recall the elements of the inventions that gave you life. You have advantage on checks made to interact with inventions, create inventions or craft tools. In addition, you have advantage on history checks made to recall information about inventions, technological advancements and scientific discoveries related to the field of tinkering. At 5th level, you can tinker with one non magical mundane item of your choice by spending 1 hour. You can take one of these objects and turn that object into a common magic item of your choosing that's in line with the nature of the object you're tinkering (E.g. you can turn a mundane crystal ball into an Orb of Shielding or turn a sword into a Moon-Touched Sword.). If the object is a non magical weapon, you can grant it a +1 to attack and damage rolls instead, turning it magical. Any modifications you make must be ran by and accepted by the DM. You can only have one of these modifications active at a time, and if you create a new one, the other one ceases to be magical.  

Gnomish Stealth:

With your small size and natural dexterity you are able to hide quickly. You can hide as a bonus action.


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