Gnome

Gnomes are small, joyful folk that burst with expression and energy. Known for their creative minds and knowledge of machinery, they enjoy every moment of invention, exploration, investiagtion, creation, and play.

Adventuring Motivation for a gnome is usually their wish to experience new things and enjoy life to the fullest, their fear of missing out driving them out into the wide world. Be it traveling as a tourist or send on a mission of great danger, they put their all into the task ahead of them.

## Gnome Features

**Ability Score Increase:** You gain a +2 to Intelligence.

**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:** Gnomes are generally Good. 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 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.

**Language:** You can speak, read and write Common and Gnomish.

## Gnome Subrace

Gnomes have adapted to various locations, giving them racial and cultural diffrences. Choose 1 of the subraces presented.

### Forest Gnome

Forest gnomes live in secret communities, hidden in sylvan forests and using their knack for illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. They are known to befriend small woodland creatures.

**Ability Score Increase:** You gain a +1 to Dexterity.

**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 Gnome

Rock gnomes are the tinkering kind, known for their inventivness and hardiness. They are the most common gnomes to find among other races, dwelling in cities where they can get ressources for their ambicious projects.

**Ability Score Increase:** You gain a +1 to Constitution.

**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 repre

sents.

* **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.

### Svirfneblin

Known as Deep Gnomes, the Svirneblin are the gray-skinned gnomes of the Underdark. Amongst the nicer folk to meet in the dark caverns below, they build well hidden strongholds.

**Ability Score Increase:** You gain a +1 to Dexterity.

**Age:** Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.

**Alignment:** Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them.

**Superior 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 color in darkness, only shades of gray.

**Stone Camouflage:** You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

**Languages:** You can speak, read, and write Common, Gnomish, and Undercommon.