Gnome(Humanoid)

Gnomes are a stereotypical fantasy race. In Nexus, they are primarily found on Anntarrem, though pockets of them exist on other continents. This is deliberately excluding the presence of Svirfneblim, which are prolific throughout all layers of the Underdark, though not usually found on surface continents. All Gnomes belong to a greater creature category known as the Dwarren, which also includes Dwarves and other creatures.

With the exception of Svirfneblim, Gnomes are never born with magic outside of their connection to the Forge of Creation, though many take up wizardry. The Forge of Creation typically manifests for Gnomes as a learned force which they focus into strange inventions, inspired by the oddity of the Forge itself. These inventions are often hair-brained and would never even come close to working under normal circumstances, however the magic of the Forge of creation imbues the creation with an almost-divine purpose that allows them to function exactly as they do in the gnome's mind.

Gnomes and Dwarren in general tend to live in strict merit-based societies, sometimes with a royal family, though often just a simple council.

## Gnomes as DnD Characters

Gnomes share the following traits, regardless of subrace;

**Small Humanoid; Intelligence +2; 25 ft. Walking speed; 60 ft. Darkvision**

**Gnome Cunning.** You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

**Forge of Creation.** You gain proficiency in Tinker's Tools. All objects and vehicles you create using these tools become Magical. They do not require more time or materials than a nonmagical form of what you are crafting. The magic is of a Divine origin.

In addition, you do not need to completely understand a mechanism to create a device which creates an effect, even a vague understanding will allow you to tinker items together. You also don't need to possess specific magics in order to create magical items; Again, a vague understanding will allow you to create these items. The items are no cheaper than they would otherwise be, and you must spend the exact same amount of time crafting the items.

### Heroic Gnomes

Heroic Gnomes gain a special relationship with strange gadgetry. You instinctively understand and are proficient in the use of all weapons, tools, and other gadgets devised and created which work due to the Forge of Creation or similar force(Almost exclusively built by Gnomes, of course). If these gadgets have a smaller magical bonus than the one used by objects you create, you use the magical bonus as though you created it.

When you craft items using your Forge of Creation, they gain a +1 magical bonus.

### Gnome Paragons

Gnomish Paragons find their mere cunning improve to true Gnome Genius. When you make an Intelligence, Wisdom, or Charisma saving throw against magic, you roll three dice and take the highest. If disadvantage causes this to be a straight roll, you still roll two dice and take the higher. If you have full disadvantage on the roll, you only roll one die.

In addition, the +1 bonus to items you create becomes a +2 magical bonus.

### Epic Gnomes

Epic Gnomes are perfect spellbreakers. If a spell causes you and other creatures to make an Intelligence, Wisdom, or Charisma saving throw, roll yours first. If you succeeded, all other creatures forced to make a saving throw use your die roll, unless theirs would be higher.

In addition, all items you create using Forge of Creation become +3 magical items.

Gnomes are then split into the following subraces;

## Forest

**Dexterity +1; 30 ft. Walking speed**

**Beastspeak**. 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.

**Forestcraft**. Your Tinker's Tools function using and crafting wood and leather alone, even if metal or stone would be necessary for the item to function. The wood you use takes on the hardness and qualities of high-quality metals, and the leather takes on the properties of silk and steel together. You, and other Dwarren, may still work this like wood and leather.

## Rock

**Constitution +1**

**Lore of Creation**. You add your Tier to your intelligence modifier for the purposes of gaining benefits from high ability scores.

**Rocksmith**. You gain proficiency in Jeweler's Tools. Your Forge of Creation applies to items made using these tools, though because jewelery does not have an associated check, their magical bonus is not inherently used(Though may be useful in magic item creation).

## Svirfneblim

**Dexterity +1; 15 ft. Burrow speed; 120 ft. Darkvision**

**Nondetection**. You may cast Nondetection on yourself at-will with no material components.

**Stonewalk**. Your burrow speed functions in only worked and unworked stone, you do not need to breathe while burrowing, and your passing leaves no trail or tunnel. While you are touching an object or creature, you may bring you with them through the stone, as well as any creature they are touching. In combat, their speed becomes 0 when moving in this way, and move with you on your turn.