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Svirfneblin

The Svirneblin, the last surviving gnomish race, dwell in seclusion deep within the desert, hidden from the prying eyes of society. These diminutive beings have adapted to their harsh and unforgiving environment, carving out a hidden existence beneath the scorching sands.   Living in vast underground cities, the Svirneblin have mastered the art of survival in the desert's depths. Their homes are a labyrinth of tunnels and chambers, meticulously crafted to withstand the extreme temperatures and shifting sands above. Illuminated by the soft glow of bioluminescent crystals, their subterranean world is a testament to their resourcefulness and ingenuity.   Despite their reclusive nature, the Svirneblin are not isolationist. They maintain a delicate balance with the desert's ecosystem, forging alliances with the creatures that dwell within its depths. They have formed symbiotic relationships with desert creatures, such as sandworms and burrowing Lizardfolk, who aid them in their survival and provide valuable companionship.   The Svirneblin society is tightly-knit, with a strong emphasis on community and cooperation. Each member has a role to play, whether it be as a skilled craftsman, a knowledgeable scholar, or a vigilant guardian. They value wisdom and knowledge, cherishing their ancient traditions and passing them down through generations.   In their hidden existence, the Svirneblin have become masters of stealth and subterfuge. They possess an uncanny ability to blend into their surroundings, making them nearly invisible to the untrained eye. This skill, combined with their knowledge of the desert's treacherous terrain, allows them to navigate the sands undetected and protect their hidden haven from those who would seek to exploit or harm them.   The Svirneblin's isolation has made them wary of outsiders, but they are not without compassion. If approached with respect and goodwill, they may offer their assistance or share their vast knowledge of the desert's secrets. However, those who threaten their existence or attempt to invade their sanctuary will face the full force of the Svirneblin's formidable defenses.
ability score increase: Your Intelligence score increases by 2, and your Dexterity score increases by 1.
age: Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
alignment: Svirfneblin are usually of neutral alignment
Size: Small
speed: Your base walking speed is 25 feet.
Languages: You can read, speak, and write Common and Gnomish.
race features:
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.   Gift of the Svirfneblin: Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
  • Intelligence is your spellcasting ability for these spells when you cast them with this trait.
Gnomish Magic Resistance: You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.   Svirfneblin Camouflage: When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Race Description

Living deep underground, the Svirneblin have adapted to the harsh desert environment, developing a natural affinity for survival and stealth. Their small stature and innate abilities make them excellent scouts and infiltrators, capable of navigating treacherous terrains and remaining unseen.   The Svirneblin's natural inclination towards stealth and subterfuge makes them ideal candidates as Rogues. Their small size and inherent dexterity allow them to excel in sneaking, picking locks, and disarming traps. The Svirneblin's secluded existence and exposure to the mystical energies of the desert give them a magical prowes. As Sorcerers, or Wizards, they can tap into their innate magical potential, harnessing the elemental forces of the desert to cast powerful spells.   In summary, the Svirneblin, the last surviving gnomish race hidden deep within the desert, are a resilient and resourceful people. Their mastery of earth magic, symbiotic relationships with desert creatures, and ability to blend into their surroundings make them a formidable force in their hidden domain.

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Kiiro.

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