Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years.
You have a walking speed of 30ft
Your size is Small
Your creature type is Humanoid (Gnome)
Races that are not Large nor have an innate flying speed gain an extra Feat of their choice. This Feat must be a "Full Feat".
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
You gain 3 ability points to increase any abilities of your choice. You can't increase a single ability by more than 2 with these points.
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest.
You use your Spell Save DC or Mastery Save DC (your choice) for these spells. If you have a class feature that allows you to learn spells, you count these spells as known by that class. You always have them learned or prepared, and they don’t count against the number of spells you can learn or prepare.