Skip to content

Gnome

Gnomes enthusiastically love living and it shows in every action in their life. Though like all races with divisions in culture, some gnomes live more pragmatic, utilitarian lives.

No matter what a gnome does, they do with all their will power. They live their approximately 500 year lives doing their best to enjoy living.

Names

Most gnomes love names, and have many of them. Every family member may call them something different: a hereditary name or a brand new creation, some even a nickname that might never stick.

When dealing with other races with more conventional naming-systems, gnomes tend to choose their favorite given name and their family name.

Traits

Ability score increase. Any ability score of your choice (generally intelligence) increases by 2.
Age. Generally maturing around the same rate as humans, gnomes expect to settle down into adult life by 40, and live anywhere from 350 to 500 years of age.
Size. Gnomes are considered small creatures.
Speed. They have a base walking speed of 25 feet.
Darkvision. Accustomed to life underground, gnomes have superior vision in the dark and dim.
Gnome Cunning. Inheritable You gain proficiency in all intelligence, wisdom, and charisma saving throws against magic.
Language. You can speak, read, and write Common and Gnomish.

Subraces

These subraces have the main set of gnome traits along with those listed for each.

Forest Gnomes

Forest gnomes have natural knack for illusion and stealth.

Ability score increase. Any other ability of your choice (generally dexterity) increases by 1.
Natural Illusionist. You know the Minor Illusion cantrip.
Child of the Forest. Through sound and gestures, forest gnomes can communicate simple ideas with small beasts.

Rock Gnomes

The hardy and inventive rock gnomes love tinkering more than the average gnome.

Ability score increase. Any other ability of your choice (generally constitution) increases by 1.
Artificer's Lore. Whenever you make a History check related to magical items, alchemical objects, or technological devices, you are considered proficient in history and add double your proficiency bonus to the check.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gold worth of materials to construct a Tiny clockwork device. The device ceases to function after 24 hours unless you repair it; when you dismantle it, you can reclaim the materials used to create it.

You can have up to three of these 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.

Svirfneblin: Gnomes of the Underdark

Rock gnomes that have ventured far into the Underdark, they admire the life in a different way choosing hard work and skill.

Ability score increase. Any other ability of your choice (generally dexterity) increases by 1.
Tongue of the Underdark. They can speak, read, and write, Undercommon.
Stone Camouflage. You have advantage on Stealth checks to hide in rocky terrain.