Gnome

“Wheeeee!” Tizzit squealed, his purple hair flapping in the wind as the minecart rounded a corner and almost came off the rails. “I can’t believe I didn’t do this centuries ago!”
Beside him, Garn groaned. “Thor’s Breeches! Another of those, and you’ll be seeing me breakfast.”
“I thought dwarves didn’t get sick?” Tizzit asked, his face suddenly serious as he pulled out a notebook.
“Tell me, what exactly are you feeling?”
Garn groaned again. "Are you alright?" Tizzit said, concern suddenly replacing his curiosity; "you look like a hairy green cheese..."
— Janet Forbes

Gnomes: An Overview

For a gnome, a well-lived life vibrates with exploration, creativity and playful curiosity. Gnomes savor every moment of their inventive and adventurous existence. Both humorous jokes and serious discoveries that may change the world, are equally to be enjoyed in their ways.

Physical description and combat

Gnomes radiate vitality and a zest for life that is evident in their every feature. Standing just over 3 feet tall on average and weighing around 40 to 50 pounds, their lively expressions are often framed by wide, joyful smiles and sparkling eyes full of wonder. Their skin ranges from very dark to very light, and their hair may be any hue, including rainbow colors.

Gnomes make use of their small size to flummox and outwit their foes in combat, as well as magic and their crafty inventions to even the odds.

Life span and outlook: Centuries of Curiosity (and a little Chaos!)

Gnomes cherish their existence, extracting every bit of enjoyment from their long lifespans, which can stretch from three to five centuries. Unlike humans who might ponder the monotony of such a lengthy life, or elves who savor the world's beauty over their extended years, gnomes are constantly driven by a sense of urgency, worried they won't have enough time to experience all their heart's desires.

Their speech is often rapid, a cascade of thoughts and ideas pouring out, yet they remain attentive listeners. Gnomes adore humor, especially clever wordplay and practical jokes, but this playfulness doesn’t detract from their dedication to their more serious pursuits. Many are skilled as inventors, alchemists, or engineers, approaching their work with a blend of ambitious creativity and a willingness to learn from their mistakes.

Families and Societies

Don’t like today’s fashion? Wait a few weeks, and I’m sure something more palatable will come along.
— Janet Forbes

Gnomes usually spend the first two decades of their life with the family or parents although groups of gnome families tend to share childcare duties between them, forming “hearth-sibling” relationships that can last a lifetime. They typically prefer underground villages like extended warrens, ingeniously concealed by both cunning architecture and subtle illusion. Though hidden, their homes are welcoming to friends, radiating warmth and brightness. In the heart of these settlements, life is a bustle of energetic activity, filled with the sounds of tinkering, experimentation, curiosity and, most importantly, frequent eruptions of hearty laughter.

Fashion - whether for clothes, entertainment, food or art - sweeps quickly through gnome settlements and can change radically from month to month. High fashion for clothing can be extremely elaborate (and often values form over function), such as high-piled, formed hair, and clothing shaped with ruffles, panniers and hooped skirts. Gnomes enjoy these fashions but don’t take them too seriously, as they know another one is sure to sweep by soon.

Names

Gnomes collect names - the sillier the better. Children are often given several names as they grow up, and accrue nicknames through out their long lives too. When interacting with other races, they typically restrict themselves to three names: a personal name, their family name, a favorite nickname, chosen for its fun and whimsical sound.

Reasons to go Adventuring

Gnomes are naturally curious, and are often found outside their homes, especially working as gem cutters, engineers, scholars, or inventors. It’s common for gnomes to move on frequently, from every few months to every couple of years, as they easily tire of the status quo.

Their innate curiosity and impulsiveness often leads them to a life of adventure, seeking the thrill of discovery, the lure of treasure, or simply a new perspective. Whatever their motivation, gnomes embrace the adventuring life with the same enthusiasm, rambunctiousness and playfulness they apply to all their endeavours, often to the bemusement or irritation of their companions.

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Creating a Gnome Player Character

Your gnome character has certain characteristics in common with all other gnomes.


Ability Score Increase.
Your Intelligence score increases by 2.
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 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed.
Your base walking 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.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
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.

Alternate Ancestry: Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

Ability Score Increase.
Your Constitution score increases by 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.
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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.

All images (unless otherwise stated) are created by Janet Forbes using royalty free assets from Canva.