Gnomes

Gnomes

Intelligent, long-lived, and gifted with natural dexterity, gnomes are rarely seen settled in one particular realm or another. Instead, due to their natural curiosity and restlessness, they are often travelers, gypsies, nomads, and starfarers, living on the road and learning all they can.

A gnome’s energy and enthusiasm for living shines through every inch of their 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.

## Curious Travelers

Gnomes are almost all found among the stars, as explorers or Reach colonists. Legend has it that it was the gnomes who developed the technology that is responsible for the giant starports that float in the sea drawing energy from the planes. Legend also has it that the gnomes developed these skills from their ancestors, the Githyanki, who were reputedly once terrible raiders and pirates in the Astral Sea.

## Gnome Traits

**Gnomish Ancestral Traits**

   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.

   (Small) Gnomes are between 3 and 4 feet tall and average about 40 pounds.

   25 ft.

   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.

    You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

* *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.

**Vandrin Gnomish Cultural Traits**

   INT +1

   Despite the individualist values of the Vandrin culture as a whole, gnomish culture in the plane of Vander still centers around kindness and harmony with larger society. Gnomish people apply their talents to better their fellows, often working as scholars, researchers, inventors, minstrels, or artisans. People raised in gnomish society are most often good-aligned, as a result of this.

   Common, Gnomish

    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.

    You have proficiency with 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. When you create a device, choose one of the options shown in the Devices table.

**Starfarer Gnomish Cultural Traits**

   WIS +1

   The gnomish culture of the astral starports is similar to the enthusiastic, passionate ways of their plane-dwelling kin. Their values emphasize personal growth, seeking new experiences, and protecting their 'crew' or family unit. Those raised in gnomish society are generally good-hearted; even tricksters are more playful than vicious.

   Common, Gnomish, plus one extra

    You know the Dancing Lights*Evocation Cantrip*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft cantrip. Intelligence is your spellcasting ability for it.

    You are proficient with navigator's tools. When you make a check using these tools, or when you are rolling to helm a vessel, you have advantage on the ability check.

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