Gnomes

**Gnomes**, originating from the mountains of Maíandir and cousins to the dwarves of the Celcaras mountain range, prefer to make their homes in the more temperate mountains to the south. Their settlements are hubs of activity and artifice. They take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

## Description

Gnome’s energy and enthusiasm for living shines through every inch of their tiny bodies. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their typically 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 often clearly displayed in their 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.

## Culture & Society

Gnomes merit intelligence and ingenuity above all else. Their society is structured around lifelong learning and study, with pretty much all members of society picking a talent to perfect over their lifetime. Many find their calling within the expansive Gnome Gnetwork, a large guild that crosses between a trading company and an engineering and scientific research institution.

Gnomish societal status is incredibly intricate, with most people competing to one up each other in study, research, or ability. Little worth is put into *who* you know, as opposed to *what*. Many gnomes are quite ambitious, though not necessarily for fame or wealth, but for proving a superior intellect.

## Subraces

### Forest Gnomes

Forest Gnomes have a natural knack for illusion and are inherently quick and stealthy. They prefer to spend time in the forests, woodlands, and open air rather than the urban tangle of buildings that form gnomish cities. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard animals and critters as their most important allies. These gnomes often befriend small forest animals and rely on them for information about threats that might prowl their homes.

## Properties

### Forest Gnomes

* ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Dexterity score increases by 1.
* ***Size.*** Your size is Small.
* ***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 can't discern colour in darkness, only 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.

### Rock Gnomes

* ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Small.
* ***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 can't discern colour in darkness, only shades of grey.
* ***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.

### Deep Gnomes

* ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Dexterity score increases by 1.
* ***Size.*** 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 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
* ***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and magical effects.
* ***Stone 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.