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Gnomes

The ingenious inventors

With the many worlds of the Material realm came many different versions of both the Feywild and Shadowfell. In one such Feywild lived the gnomes – a small, curious and industrious people, who soon went out to explore their adjoined material plane. Little did they know that this would lead them to end up living together with the humans and the halflings. Using their knowledge and skill, they promoted constant innovation in the fields of both magic and technology of their world, which eventually dragged them into a war fought over deities they did not worship and causes they did not champion. This war drafted entire families and pit gnome against gnome, all until they too were forced to flee into a new, uncertain future, as their world ended.

Now they’re a race that took refuge and started anew in another, for them third, world. Gnomes value ingenuity, cleverness, good humour and drive more than anything. They often look for new ways to approach any matter, and ways to improve or invent something new – be it in magic, tinkering, mundane life, combat, or anything else. They take great joy from life and their work, which is often one and the same to a gnome. Optimistic beyond measure, it is difficult to find a gnome whose outlook on life isn’t “glass half full”, no matter their predicament.

Over time, gnomes have splintered into four distinct branches. The Coillte have moved into the woodland realms of the elves, keen to recapture their Feywild origins and adopting much of elven customs and culture. Similarly, the Bogcrea burrowed into hills and mountains, often joining forces with the dwarves and propelling technological advancement in tandem. The Dorchea went deeper still, through curiosity and sense of purpose finding themselves in the deep places of the Underworld. Finally, the Baile remained the most independent of the gnome people. They have moved to or established cities, spurred blistering technological and magical research, but were also the only ones that remained true to their ancient religion and culture that they brought from the Feywild all those millennia ago. To many, these gnomes represent the duality that their race is capable of – both bleeding edge curiosity and optimism, tempered with primaeval and spiritual circumspection.

 
by Paolo Giandoso

Basic Information

Anatomy

Gnomes are a small people of usually slight build. They don't have a tendency for muscularity or girth, though exceptions do exist. Their features are usually sharp and angular. Skin colours vary from very pale to ruddy to bark-brown. Their hair colours greatly vary, from various muted shades of green and blue to more mundane colours like browns, blonds, greys or gingers or reds.

Genetics and Reproduction

Gnomish lifestyle and culture foster driven, goal-oriented people, and producing and raising a family is often an afterthought for many. Still, many do produce several offspring over their long lives. Gnome females remain pregnant for around 10 months before carrying a child to term.

Growth Rate & Stages

Gnomes grow to maturity in about 20 years, when they become culturally considered adults as well.

Additional Information

Facial characteristics

by Linda Lithen

Gnomes have sharp, angular features, usually with shallow cheeks. Their ears are large and slightly pointed. With sharp straight hair, they favour wild and bold hairstyles. Males tend to do similar with their facial hair as well, be that moustaches, beards, goatees. or anything else for that matter.

Average Intelligence

Gnomes tend to be naturally quick and intelligent, sharp of wit and thought. They prize cognitive ability and reinforce the pursuit of curiosity and advancement, which in turn allows the race to thrive at the forefront of advancement among the civilized races.

Perception and Sensory Capabilities

Originating from a Feywild, gnomes are uncannily accustomed to twilit conditions, a trait they have maintained over the centuries. Gnomes are a very perceptive race, and their hearing and sense of smell are both very keen as well.

by Alejandro García
Lifespan
Average lifespan for gnomes is around 400 years.
Average Height
The average height for gnomes is between 90-130 cm (2'9"-4'2" ft), with no difference between sexes.
Average Weight
Slight of build, the average weight for gnomes is between 25-35 kg (55-75 pounds), with no difference between sexes.
Average Physique

Gnomes are short and slight of build. They are often slender, making them seem like their head is disproportionate to their body, though not overtly so.

Language
Gnomish

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Articles under Gnomes



Cover image: by Javier Charro

Gnome

Ability Score Increase +2 Intelligence, -2 Strength
Size Small
Speed 25 ft

Features

Darkvision. Accustomed to life in the gloom and darkness, Gnomes have superior vision in dark and dim conditions. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.
Gnome Cunning. Gnomes have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Subraces. Main playable subraces of gnomes include Coillte (Forest), Bogcrea (Rock), Baile (City) gnomes. Dorchea (Dark) gnomes also exist in the world.
 

Coillte

Ability Score Increase. +1 Dexterity
Natural Illusionist. Coillte know the Minor Illusion cantrip. Intelligence is their spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, Coillte can communicate simple ideas with Small and smaller beasts. They love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
 

Bogcrea

Ability Score Increase. +1 Constitution
Artificer’s Lore. Whenever Bogcrea make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, they can add twice their proficiency bonus, instead of any proficiency bonus they normally apply.
Tinker. Bogcrea have proficiency with artisan’s tools (tinker’s tools). Using those tools, they 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 they use their action to dismantle it; at that time, they can reclaim the materials used to create it. They can have up to three such devices active at a time.
When Bogcrea 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 Bogcrea's turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which Bogcrea can use to light a candle, torch, or campfire. Using the device requires their 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.
 

Baile

Ability Score Increase. +1 Charisma
Gifted Scribe. Baile are proficient with calligrapher’s supplies and the forgery kit. When they make an ability check using either one of these tools, they can roll one Intuition die, a d4, and add the number rolled to the ability check.
Whispering Wind. Baile know the cantrip Message. Intelligence is their spellcasting ability when casting it.
Extra Language. Baile can speak, read, and write one extra language of their choice.

Languages. Common and Gnomish

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