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River Gnomes

There are three major gnomish civilizations, all on the continent of Alvaria.
Flame Gnomes live in Drezzon, which surrounds Vok-Drezzon, in the Northwest of Alvaria. They embrace self-indulgence and many of the more more seedy businesses are based in this kingdom. However, they are also known as great inventors/innovators.
Craigsmire, home of Mud Gnomes along the northern edge of the Craigsbear Sea. They live mostly underground although they are not as reclusive as other underdark civilizations.
The last is Miltwell. The River Gnomes who live there worship Fresti and feel they are the guardians of the swamp in which they live, which they consider sacred. Their civilization consists of many druids and few mages or clerics.   Ability Score Increase. Your Intelligence score increases by 2; Your Wisdom score increases by 1.   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.   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 and you have a swimming speed equal to your walking speed.   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.   Druid’s Lore. Whenever you make an Intelligence (Religion) check related to nature, life and death, or divine runes, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   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.   Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Genetic Ancestor(s)

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