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Type: Humanoid

Gnomes are spindly humanoids with tanned skin and wizened faces. They have fair hair and large, sparkling blue eyes. Most humans find gnomes less threatening than other nonhumans simply due to their small size, but humans remain wary of gnomes' reputed inborn magical powers and eccentric personalities. Gnomes prefer to wear comfortable clothes in bright, primary colors, decorated with gem-encrusted jewelry that would be gaudy by anyone else's standards.

Gnomes possess intense intellectual curiosity. They are fascinated by intricate details, be they riddles or the fine cogs of a pocket watch. Gnomes enjoy nothing so much as solving a difficult puzzle — building patterns out of chaos. Gnomes often work as alchemists, gem cutters, engineers, or clockmakers. Many gnomes also possess a wicked, morbid sense of humor. Gnomes often pass the time by telling macabre tales laced with irony, and they enjoy playing practical jokes, particularly on anyone they consider too dour. Gnomish practical jokes are usually remarkably elaborate but are virtually never intended to cause the recipient any true harm.

Homelands

The largest primarily gnomish settlement in Ravenloft is the town of Mayvin in Darkon. Demand for gnomish skills has also drawn small communities — very rarely more than one hundred strong — to Valachan and Hazlan.The largest gnomish population outside Darkon — still no more than 150 gnomes, all told — exists in Nova Vaasa, where it has become fashionable for nobles to have a gnomish jester in their courts. Rumor has it that most of these jesters also serve as court spies, aided by their magical talents and small size.

Base Outcast Rating: 2

Racial Traits

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
  • Alignment. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them generally favor harmless pranks over vicious schemes.
  • Size. Gnomes are between 3 and 4 feet tall and weigh around 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 saves against magic.
  • Languages. You can read, speak, and write a Domain language and Gnomish.

Also pick a subrace.

Forest

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
  • Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Rock

  • Ability Score Increase. Your Constitution score increases by 1.
  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
  • Tinker. You have proficiency with artisan 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 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.

At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.