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Gnome

Ability Score Increase Int +2
Size Small
Speed 25ft

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 0,9 and 1,2 meters tall and average about 18 kilograms. Your size is Small.   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 18 meters 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.   Subraces. Three subraces of Gnomes exist: Forest Gnome, Rock Gnome and Deep Gnome. Choose one of them for your character.  

Forest Gnome

  Ability Scores. Dex +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 or smaller beasts. Forest gnomes love animals and often keep squirels, badgers, rabbits, moles, woodpecker, and other creatures as beloved pets.  

Rock Gnome

  Ability Scores. Con +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.    

Deep Gnome

  Ability Scores. Dex +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 0,9 to 1 meters tall and weighs 36 to 55 kilograms. Your size is Small.   Superior Darkvision. Your darkvision has a radius of 36,5 meters.   Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain. Extra Language. You can speak, read, and write Undercommon.


Created by

Munchkin230.

Statblock Type

Race

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