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Gnomes

“It be generally known, of course, that gnomes and dwarves are closely related. Indeed, some say that Kagyar, the Immortal who put the first dwarves upon this world, put a hand in creatin’ us gnomes too. The truth, of course, be that Kagyar made a few minor suggestions to that truly great Immortal, Garal Glitterlode. Glitterlode substantially improved on them before includin’ them in his creation of my people. Though he made us earth-dwellers like our rock-brothers, he also gave us a sense of humor, combined with a curiosity about the world outside our beloved burrows and gem mines. Indeed, the stargazin’ which must have led to the first sky-gnomes to build their original star rockets was born of such curiosity. They… um… didn’t quite work as planned, but Serraine would never have existed without them.
“Gnomes be clannish folk, livin’ and workin’ in complex burrows chock-full o ‘ densely packed chambers connected by wiggly-worm passageways. We’re not much given to shouting, so we made extensive
systems of ceiling-wires and message-holding cups to send our communications. Our burrows be expertly defended by ingenious mechanical traps and of course with our own skills and weapons.
“I do confess that we gnomes possess a bit of a sense of humor. There’s nothing what pleases a gnome so much as to invite one of ye in fer a drink and get him roaring drunk. Just thinkin’ of that poor soul tryin’ to come to terms with his boots bein’ full o’ custard, gives me a warm spot right here.

“Now, where was I? Ah yes, our real joy in life. Well, that’s creating various contraptions and machineries to make all aspects of everyday living easier. When you think about it, and we gnomes live for hundreds of years so we’ve got plenty of time to do just that, think how much time is spent doing really dull things?
“This then, be our goal: to reduce folk’s tedious laborin’ and free ’em up fer important work. Not everything works, but then it be crucial to mix applied experiments with theoretical work and we clearly need more of… er…. both, I think. Sorry, I seem to be losin’ me train of thought here. Well, anyway, we be gettin’ closer to Serraine now, and at least I can present this unequalled construction to ye as an example of gnomish work at its finest. The Flying City beckons, friends. Look to the skies anew! ‘


Gnomes are the only major demi-human race without a homeland in the Known World. They do possess a giant flying city known as Serraine, but the majority of them live in settlements in the human and dwarven kingdoms. While not known for being the adventuring type, some gnomes do set off to see the world. 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.

Sky Gnomes

As a sky gnome you hail from the flying city of Serraine. 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, 1hp). 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.
Fantasy Physics: as a Sky-Gnome you gain proficiency in the specialist Fantasy Physics Skill

Hill Gnomes

As a hill gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, hill gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Hill gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes 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 communicate simple ideas with small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.


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