Gnome
V i b r a n t E x p r e s s i o n
A gnom e’s energy and enthusiasm for living shines
through every inch of his or her tiny body. G nom es
average slightly over 3 feet tall and w eigh 40 to 45
pounds. Their tan or brown faces are usually adorned
with broad sm iles (beneath their prodigious noses),
and their bright eyes shine with excitement. Their
Though gnom es love jokes o f all kinds, particularly
puns and pranks, they’re just as dedicated to the m ore
serious tasks they undertake. Many gnom es are skilled
engineers, alchemists, tinkers, and inventors. They’re
willing to make mistakes and laugh at themselves in
the process of perfecting what they do, taking bold
(som etim es foolhardy) risks and dream ing large.
B r i g h t B u r r o w s
G nom es make their hom es in hilly, w ooded lands. They
live underground but get more fresh air than dwarves
do, enjoying the natural, living w orld on the surface
whenever they can. Their hom es are well hidden by
both clever construction and simple illusions. W elcom e
visitors are quickly ushered into the bright, warm
burrows. Those w ho are not w elcom e are unlikely to
find the burrow s in the first place.
Gnom es w ho settle in human lands are com m only
gemcutters, engineers, sages, or tinkers. Som e human
fam ilies retain gnom e tutors, ensuring that their pupils
enjoy a mix of serious learning and delighted enjoyment.
A gnom e might tutor several generations of a single
human family over the course of his or her long life.
G n o m e N a m e s
Gnom es love names, and most have half a dozen or so.
A gnom e's mother, father, clan elder, aunts, and uncles
each give the gnom e a name, and various nicknam es
from just about everyone else might or might not stick
over time. Gnom e nam es are typically variants on the
nam es of ancestors or distant relatives, though som e
are purely new inventions. W hen dealing with humans
and others w ho are “stuffy” about names, a gnom e
learns to use no m ore than three names: a personal
name, a clan name, and a nickname, choosing the one in
each category that’s the m ost fun to say.
D e e p G n o m e s
A third subrace of gnomes, the deep gnomes (or svirfneblin),
live in small communities scattered in the Underdark. Unlike
the duergar and the drow, svirfneblin are as good as their
surface cousins. However, their humor and enthusiasm
are dampened by their oppressive environment, and their
inventive expertise is directed mostly toward stonework.
Male Names: Alston, Alvyn, Boddynock, B rocc, Burgell,
Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble,
Glim, Jebeddo, Kellen, Nam foodle, Orryn, Roondar,
Seebo, Sindri, Warryn, Wrenn, Z ook
Female Names: Bimpnottin, Breena, Caramip, Carlin,
Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli,
Loopm ottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla,
Roywyn, Shamil, Tana, W aywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle,
Murnig, Ningel, Raulnor, Scheppen, Tim bers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak,
Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe,
Pock, Sparklegem , Stum bleduck
S e e i n g t h e W o r l d
Curious and impulsive, gnom es might take up
adventuring as a way to see the world or for the love
o f exploring. As lovers of gem s and other fine items,
som e gnom es take to adventuring as a quick, if
dangerous, path to wealth. Regardless o f what spurs
them to adventure, gnom es w ho adopt this way of life
eke as much enjoyment out o f it as they do out of any
other activity they undertake, som etim es to the great
annoyance of their adventuring com panions.
G n o m e T r a i t s
Your gnom e character has certain characteristics in
com m on with all other gnom es.
Ability Score Increase. Your Intelligence score
increases by 2.
Age. Gnomes mature at the sam e rate humans do, and
m ost are expected to settle down into an adult life by
around age 40. They can live 3500 to almost 5000 years.
Alignment. Gnom es are most often good. T hose who
tend toward law are sages, engineers, researchers,
scholars, investigators, or inventors. T hose w ho tend
toward chaos are minstrels, tricksters, wanderers,
or fanciful jew elers. G nom es are good-hearted, and
A lw a ys A p p r e c ia t iv e
It’s rare for a gnome to be hostile or malicious unless he
or she has suffered a grievous injury. Gnomes know that
most races don’t share their sense of humor, but they enjoy
anyone's company just as they enjoy everything else they set
out to do.
even the tricksters am ong them are m ore playful
than vicious.
Size. Gnom es 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. Accustom ed 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 w ere 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, W isdom , and Charisma saving throws
against magic.
Languages. You can speak, read, and write Com m on
and Gnomish. The Gnom ish language, which uses the
Dwarvish script, is renow ned for its technical treatises
and its catalogs o f knowledge about the natural world.
Subrace. Two subraces of gnom es are found am ong
the worlds of D&D: forest gnom es and rock gnom es.
C hoose one of these subraces.
F o r e s t G n o m e
As a forest gnom e, you have a natural knack for illusion
and inherent quickness and stealth. In the worlds of
D&D, forest gnom es are rare and secretive. They gather
in hidden com m unities in sylvan forests, using illusions
and trickery to conceal themselves from threats or
to m ask their escape should they be detected. Forest
gnom es tend to be friendly with other good-spirited
w oodland folk, and they regard elves and good fey as
their most important allies. These gnom es also befriend
small forest animals and rely on them for information
about threats that might prowl their lands.
Ability Score Increase. Your Dexterity score
increases by 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 com m unicate simple ideas with Small
or sm aller beasts. Forest gnom es love animals and often
keep squirrels, badgers, rabbits, m oles, w oodpeckers,
and other creatures as beloved pets.
R o c k G n o m e
As a rock gnom e, you have a natural inventiveness and
hardiness beyond that of other gnom es. M ost gnom es
in the worlds of D&D are rock gnom es, including the
tinker gnom es of the Dragonlance setting.
Ability Score Increase. Your Constitution score
increases by 1.
Artificer’s Lore. W henever you make an Intelligence
(History) check related to m agic items, alchemical
objects, or technological devices, you can add tw ice 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
clockw ork 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.
W hen you create a device, choose one of the
following options:
Clockwork Toy. This toy is a clockw ork animal, monster,
or person, such as a frog, mouse, bird, dragon, or
soldier. W hen placed on the ground, the toy m oves
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. W hen opened, this music box
plays a single song at a moderate volume.
The box stops playing when it
reaches the son g’s end or
when it is closed.
Winter Gnome
As a Winter Gnome, you have a natural resistance to the
colder climates. This is due to an odd string of events that
occurred hundreds of years ago. A Rock Gnome village was
visited by a large, heavy-set man who promised the Gnomes
an endless supply of creation, and all they had to do was
follow him north. Once they reached this man's stronghold
hidden in the snow, they were quickly put to work and later
found out that this man's goal was to provide all of the good
little children of the world with various gifts once a year, an
idea most of these gnomes agreed with.
An unfortunate side effect of this event is the fact that this
man would always refer to the gnomes as "His Elves" or "His
little helpers" and the nick-names stick to this day.
Ability Score Increase. Your Constitution score increases
by 1.
Cold Weather Adapted. You are naturally acclimated to
cold climates, as described in chapter 5 of the Dungeon
Master's Guide.
In addition, you have resistance to Cold damage.
Hardworker. You have a natural inclination towards
creating. You gain proficiency in one Artisan's Tools of your
choice.
Quick Work. When you make a check to create, destroy, or
alter an item using a set of Artisan's Tools, you have advantage
on the roll.
Always Prepared. You gain the Mending cantrip.
This
Remove these ads. Join the Worldbuilders Guild
Comments