Gnomes

## Background

Gnomes are a race of short humanoids who are looked fondly upon by most races in Penastria, they can be found, much like humans, in almost all regions of the world, although they prefer constructing their dwellings within mountains leading to many of them forming bonds with dwarves. They tend to be a vibrant and delightful race that appreciates life, and this has led to many gnomes seeing life as a wonderful thing that should be preserved and protected at all costs. Many tend to be overly enthusiastic, a trait that can be seen when they speak as they usually speak as fast as they can skipping from one subject to another. There are three main subraces, each one possessing a vastly different culture and lifestyle, these are forest gnomes, rock gnomes and deep gnomes.

Forest Gnomes tend to congregate in secretive forest communities, usually under the guidance of some fey creature. Usually serving as guardians of this creature, these gnomes are adept at stealth and misleading any strangers that enter their land. Rock Gnomes choose to work under the tutelage of a craftsman and focus on inventing new and interesting things. However, gnomes tend to lose interest quickly leading to them rarely finishing the things they start. Deep Gnomes (sometimes referred to as Svirfneblin) spend most of their times within the underground dwarven cities serving under dwarven artificers. Or seeking treasure, deep underground, and while they are an adventurous lot, they are perfectionists, seeking to delve as deep as they can in the hopes of unearthing valuable minerals and gems. They also tend to be grumpier and far more impatient then their other kin.

## Properties

### Gnomes, Forest

* **Average Lifespan.** 450 to 500 years.
* **Size.** Small.
* **Ability Score Increases.** Your Intelligence score increases by 2, and your Dexterity score Increases by 1.
* **Speed.** Your base walking speed is 25 feet.
* **Darkvision.** 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 discern colours in that darkness only as shades of grey.
* **Gnome Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.
* **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.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Gnomes, Rock

* **Average Lifespan.** 450 to 500 years.
* **Size.** Small.
* **Ability Score Increases.** Your Intelligence score increases by 2, and your Constitution score Increases by 1.
* **Speed.** Your base walking speed is 25 feet.
* **Gnome Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.
* **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 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.

### Gnomes, Deep

* **Average Lifespan.** 450 to 500 years.
* **Size.** Small.
* **Ability Score Increases.** Your Intelligence score increases by 2, and your Dexterity score Increases by 1.
* **Speed.** Your base walking speed is 25 feet.
* **Superior Darkvision.** 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 colours in that darkness only as shades of grey.
* **Gnome Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.
* ***Svirfneblin Camouflage.*** 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.
* ***Gift of the Svirfneblin.*** 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. Intelligence is your spellcasting ability for these spells when you cast them with this trait.