Gnomes emerged from the Feywild during the Convergence alongside the elves, goblins, and hobgoblins
centuries ago. Through their natural cunning and inventiveness, they have had an outsized impact on
the world during their time on it.
Rock gnomes are well-renowned for their ingenuity, and their engineering skills in particular. It
was rock gnome artificers who invented such wonders as the immovable rod and bag of holding. Many
rock gnomes chose to settle in Stonesummit, living side by side with the similarly industrious and
crafting-focused dwarves.
Similar to wood elves, forest gnomes maintained more of their connection to nature even after
leaving the Feywild. Many choose to live apart from society among the wilds of the world, but most
who chose to live amongst other races settled in Eastport with their like-minded wood elf cousins.
Gnomes are short, rarely growing taller than 3 and a half feet tall. They usually have slightly
pointed ears and sharp noses. Gnomes can often live around three centuries or so, reaching
adulthood around the age of 60. As a rule, most gnomes have high Intelligence scores. Rock gnomes
are somewhat more durable, often having slightly higher Constitution scores, while forest gnomes
usually have higher Wisdom scores. Gnomes typically fall under lawful alignments.
Languages. You can read, write, and speak Common and Gnomish.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have Darkvision extending to 60 feet.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore. You have expertise in Intelligence (History) checks pertaining to magic items, alchemical objects, or technological devices.
Tinker. You have proficiency with tinker's tools. Using these tools, you can spend 1 hour to construct a Tiny clockwork device (AC 5, 1 hp) using materials in your surroundings. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning). You may only have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. The toy is a clockwork device, bearing a resemblence to your choice of animal, monster, or person, materials permitting. permitting. When placed on the ground, the toy moves 5 feet across the ground on each of your turns. You may choose to have the toy make noises as appropriate to the creature it represents.
Firestarter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires a standard action.
Music Box. When opening, 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.
Natural Illusionist. You know the minor illusion cantrip and may cast it without material components. You may choose Intelligence, Wisdom, or Charisma as your spellcasting ability when you pick this race.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You have advantage on Wisdom (Animal Handling) checks made with such beasts.
The following
feats are available exclusively to gnome characters:
Prerequisite: Gnome
Cost: 4 feat points
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. You may use this ability a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Prerequisite: Forest Gnome
Cost: 2 feat points
You may cast the animal friendship spell at will, without requiring material components. You may pick Intelligence, Wisdom, or Charisma as your spellcasting ability for this spell when you pick this feat.
Prerequisite: Rock Gnome
Cost: 1 feat point
You have honed your craft beyond where most gnomes stop. You gain
expertise tinker's tools, and when you use your Tinker feature, you have
access to the following additional options:
Compass. This device always points north, regardless of your orientation.
Portable Light. This device emits bright light in a 15 foot radius, and dim light for an additional 15 feet. You may choose to activate or deactive this device's light with a minor action while holding it.
Telescopic Rod. This tiny rod may extend into a 10 foot long pole. You may either extend or retract the rod using a minor action while holding it.
Timekeeper. This device keeps accurate time.