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Gnome

While halflings are commonly said to resemble short humans, gnomes are more comparable with elves, with whom they share pointed ears and high cheekbones, or even dwarves, due to their tendency to grow beards and live underground. Many gnomes have a more feral appearance than either, however, with hair that often sprouts from their heads in odd directions.
 

Description

The skin of gnomes run in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome. Similarly, gnomish hair varies wildly in color from blond and brown to more exotic colors like white, orange, or even green. Gnomish eyes are often—particularly in individuals who were native to the Feywild—glittering black or blue, although more natural eye colors were also known to the race.
In terms of clothing, gnomes often preferred those with earthen tones or made of leather. They similarly preferred jewelry with earthen tones.
In Feywild, as well as some places on Toril, gnomes typically live in earthen burrows and dug-out homes akin to those used by badgers, foxes, or rabbits. As such they are fond of these small animals, feeling a sense of natural kinship with them. And much like these animals, gnomes have an aversion to danger that makes them naturally inclined to hide away if able. Thus many gnomish homes are carefully hidden by magic or other methods.
 

Homelands

Gnomes primarily live in wooded, hilly landscapes, most often underground. They typically build earthen homes with cellars and escape tunnels. Above-ground structures are often round and made of stone and thatch. Generally speaking, though, gnomes enjoy the fresh air a good deal more than other subterranean races such as dwarves or drow and rarely burrowed very deep, spending a great deal of time on the surface. Gnomish homes or communities are generally well-hidden, making it difficult for unwelcome visitors to find them. Within, gnomish houses are warm and comfortable, akin to the burrows of small mammals.
Gnomes are found widely throughout the world, though rarely in large numbers. Small communities were most commonly found in the Western Heartlands, Elturgard, and along the coastline of the Shining Sea. Other gnomes, notably the svirfneblin or deep gnomes, were found in the Underdark and were even more secretive than other gnomes, maintaining their distance from other races except for dwarves, with whom they were careful to maintain polite relationships for the purpose of protection.
Prior to the Spellplague, many gnomes were also found in Lantan, the only land dominated by gnomes. However, during the chaos of the disaster the gnomish land was swept clean.
 

Lifespan

Equivalent to humans, Gnomes come of age in their late teens.. Gnomes travel and adventure extensively but are expected to settle down by 40. Rock Gnomes can live to 350 years, while Forest Gnomes have been known to almost 500 years.
 

Species Abilities

You add a +2 to your Intelligence ability score.
Height 2’ 11”+(2d4), Weight 35+(x1).
You speak, read and write both Gnome and Common.
Your walk 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. Vou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Rock Gnome.
The most common seen Gnome sub-species as they mostly live within human cities.
You add a +1 to your Constitution ability score.
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 c1ockwork 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 c1osed.
Forest Gnome
You add a +1 to your Dexterity ability score. 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 or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

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