Gnome
Gnome Traits
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.
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.
Subrace. Two subraces of gnomes are found among the worlds of D&D: forest gnomes and rock gnomes. Choose one of these subraces. You gain the subrace traits in addition to those above.
Forest Gnome
A s a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest 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. Forest 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.
Rock GnomeAs a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
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, 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. When you create a device, choose one o f 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.
Gnome
Skinny and flaxen-haired, his skin walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler's loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare, then appeared to go back to sleep.
—Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Small of stature and dwelling in the corners of Faerun away from prying eyes, gnomes are one of the least populous and influential races in the world, called the "Forgotten Folk" by some. This appellation doesn't bother the gnomes; they generally prefer their anonymity and the protection it affords them.
According to legend, the first gnomes in Faerun sprang from mystic gems buried deep in the earth- an event that accounts for both the gnomes' love of gems and the cozy embrace of their underground warrens. It is said that mystic diamonds became the rock gnomes, emeralds birthed the forest gnomes, and rubies turned into the deep gnomes. Since the time of their creation, gnomes have settled in hidden places away from other races, concerned that their way of life couldn't survive wider exposure.
Gnomes gladly socialize and work with humans, elves, and dwarves, but they always keep in mind that, as a small and relatively insignificant race, their interests can become secondary even among their allies. Indeed, members of other races sometimes thoughtlessly treat gnomes as second-class citizens, perhaps thinking highly of their gnome friends but rarely giving credit to gnomes as a people. Gnomes are regularly underestimated, and they use that lack of esteem as both a defense and an offense, when need be.
Like dwarves, gnomes have long battled for territory with kobolds, goblinoids, and orcs, but gnomes and kobolds share a special hatred for each other. Both races believe in a legend that, long ago, the deity Gari Glittergold tricked the kobold god Kurtulmak, collapsing the earth and trapping him in an endless underground maze and earning his everlasting enmity.
Vibrant Expression
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.
A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often
styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Delighted Dedication
As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life.
Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.
Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still
manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.
Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes 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 (sometimes foolhardy) risks and dreaming large.
Bright Burrows
Gnomes make their homes in hilly, wood ed lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.
Seeing the World
Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items,
some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.
Always Appreciative
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.
Gnome Deities
Gnomes honor a small pantheon of seven primary deities, known as the Lords of the Golden Hills, plus two other entities.
Ladies of the Golden Hills
A curious bit of gnomish lore is that the pantheon counts not a single female within its ranks. Legend has it that the mysterious Ladies of the Golden Hills went away together on some task in the most ancient days, and have not yet returned. The stories differ as to the Ladies' task, from seeking to gather examples of all of the beauty and riches of Toril, to a secret plan to thwart the evils of the world using their anonymity as a shield, causing the world to forget even their names and identities for a time. Gnomes who wander far from home are said to have "gone looking for the Ladies."
Wise Protectors
The Watchful Protector, Gari Glittergold, is the king of gnomish gods, a deity of humor, gemcutting, protection, and trickery. His pranks serve to protect gnomes and to teach his victims humility and wisdom.
Garl's second, Gaerdal Ironhand, is the gnomes' war god, who espouses vigilance and defense.
Nature Gods
Baervan Wildwanderer is the gnomish god of forests and woodlands, accompanied by his companion Chiktikka Fastpaws, a great raccoon said to be the wiser of the two.
Segojan Earthcaller is god of the wilds beneath the earth, rather than upon it, as well as god of burrows and the plants and animals found therein.
Shadow and Stone
Baravar Cloakshadow is the god of illusion and deception, given the respectful title of Sly One.
Callarduran Smoothhands is the god of stone and the Underdark, patron of the svirfneblin.
Craft and Invention
Flandal Steelskin, the god of mining and smithcraft, is known as the Steelsmith. He is also the gnomes' god of physical improvement and good health.
The fearless Nebelun the Meddler is the god of invention and luck, revered by many gnomes even though he is n't considered one of the Lords of the Golden Hills. "Nebelun's head!" is a common gnomish exclamation of discovery.
The Crawler Below
The last member of the gnomish pantheon is Urdlen, which appears not as a gnome, but an elephantine, blind, pale mole. Urdlen is the great-clawed god of bloodlust and evil, of greed and uncontrolled impulses. Young gnomes are warned to "never let Urdlen burrow into your heart," as a caution against giving in to wicked impulses.
Gnome Traits
Gnomish Subraces
Forest Gnomes
The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it. In these communities, anonymity and stealth help to ensure protection, peace, and survival. If they are discovered and treated well, forest gnomes make fine neighbors, but they usually avoid contact even with civilizations that seem friendly.
Forest gnomes use their affinity with small animals and their knack for illusions to help them remain hidden. When necessary, a forest gnome community defends itself with all the resources at its disposal. Many settlements, however, simply vanish if they are discovered, retreating to some uncharted corner of the forest to begin anew.
The rare forest gnomes who leave their people to become adventurers often draw upon their closeness to nature and their magical gifts to serve as guides, scouts, or mystics. Living close to nature also makes forest gnomes likely to take up roles as druids, who serve various forest spirits and deities.
Rock Gnomes
When most folk on the Sword Coast and in the North talk about gnomes, they mean rock gnomes. Unlike their shy forest cousins, the inquisitive and irrepressible rock gnomes interact regularly with individuals of other races, especially if those individuals have something to teach them. Rock gnomes prefer to live on the edges of other settlements in their own enclaves, though the occasional adventuresome rock gnome takes up residence in a human or dwarven city.
Rock gnome communities are most common in the Western Heartlands and along the coast of the Shining Sea; but gnome wanderers travel between communities across Faerun in order to trade with or learn from outsiders, including members of other races.
Rock gnomes who leave their communities often find work by using their racial aptitudes to their advantage. Their heritage and their interest in precious stones leads many rock gnomes to become skilled gemcutters and jewelers. Rock gnomes also use their affinity with machines to work as tinkers, alchemists, and engineers. In human communities, gnome tutors and sages are popular, since their comparatively long life spans enable them to acquire and pass on knowledge for generations.
Gnome Names
Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say.
Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook
Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck