Gnomes

> *"Y'know, us gnomes and you humans seem barely different at all. Maybe if you learned to enjoy what you had right now, they'd just call you tall gnomes!"*
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Throughout history, gnomes are often mentioned, rarely focussed on. In fact, to some it may seem that their inventions harbour greater fame than their inventors. However, anyone who spent their life among the little folk knows, that this subtlety is not a mere coincidence. Most gnomes enjoy leading humble lives, enjoying their piece while focussing on their passions. Thay are however not to be taken lightly, as when challanged, they will provide of than a worthy adversary.

## Traits

When you choose for your character to be a gnome, you gain the following benefits and traits.

### Age

Gnomes reach physical and mental adulthood after around three decades. Gnomes live no longer than 3 centuries, and are considered senile after around 250 years of age.

### Size

Your size is small. Adult gnomes typically range in height from around 70 to 110 centimetres. Gnomes weigh around 35 lbs.

### Languages

You can speak, read and write Common and Gnomish, sometimes referred to as Rokartan.

## Subspecies

As a gnome, you are a part of one of three subgroups of gnomes, listed here, which have developed over the years through adaption and culture.

### Rock Gnomes

Rock gnomes are famous for their love and talent of tinkering, a gift which comes natural to all gnomes, and which is further nurtured by rock gnome culture, a culture with a high focus on education and mental ability. While almost all gnomes live in subterranean housings, rock gnomes cities have formed deeper and deeper within mountainsides and caves as a result for their need for metals and gems, used in their cultural crafts. If your character is a rock gnome, you get the following benefits.

#### Ability Score Increase

Your strength score is decreased by 1, and your dexterity and wisdom scores are increased by 1. Your intelligence score is increased by 2.

#### Darkvision

Your kind have adapted to life underground and in low light conditions. You gain a darkvision with a range of 60 feet. In this area, you perceive dim light as bright light, and darkness as dim light, although you are unable to identify color.

#### Tinkerer's Lore

You gain proficiency with Tinkerer's Tools. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus to the roll, even if you aren't proficient in history checks.

#### Gnome Cunning

Your mind has been trained, granting you the ability to better withstand mental manipulation. When you make a Intelligence, Wisdom or Charisma saving throw, you can use your reaction to give yourself advantage on that saving throw. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

### Hill Gnomes

Hill Gnomes, sometimes called halflings, are most commonly found living among species of higher stature. Througout the years, they have built a culture of hospitality and humble living, and have thus gained favor with all but the truly malevolent. While they are famous for their particular luck, cuisine and farmwork, in which they are often aided by typical gnomish contraptions, it is exactly these people who are found most often among groups of adventurers, where their ability to easily befriend shines particularily.

#### Ability Score Increase

Your strength score is decreased by 1, and your intelligence and charisma scores are increased by 1. Your dexterity score is increased by 2.

#### Nimble

You can move through the space of any creature that is of a size larger than yours.

#### Humble Hospitality

When you make a persuasion or performance check to interact with a humanoid, you can add 1d6 to the result. After using this ability, you can't do so again until you finish a long rest.

#### Lucky

When you roll a 1 on any attack roll, damage roll, ability check or saving throw, you can choose to reroll the die, in which case you must take the new result. You can use this feature a number of times equal to your proficiency modifier, and you regain all uses whenever you finish a long rest.

### Veld Gnomes

Throughout the fields of Limian and Argonawa, some gnomes had to adapt to the much harsher landscape, frequently roamed by ferocious beasts and monsters. It is in these conditions that the Veld gnomes came to be, a harsh hardened folk, who put their gnomish cunning to use in the cultivation and use of herbs and plants, to use as remedies for the wounds inflicted by their harsh surroundings. Famous for their nomadic tendencies and mastery of slings, aswell as their technological hunting tools and traps, many know that these folk are not to be trifled with.

#### Ability Score Increase

Your intelligence and wisdom scores are increased by 1. Your dexterity score is increased by 2.

#### Natural Slinger

When you attack a medium creature with a sling, you can choose to use a d6 instead of a d4 for the attack roll. If you attack a large or larger creature with a sling, you can choose to use a d8 instead of a d4 for that attack roll.

#### Brave

You have advantage on saving throws made to resist being frightened.

#### Herbalist’s Lore

You gain proficiency with the Herbalist’s Kit. You can add twice your proficiency modifier to checks made to identify plants or salves.