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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

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