Gnome

The Gnomes of Erath are, lore-wise at least, very similar to the Gnomes of Abeir-Toril in the Forgotten Realms, the official setting of the current D&D 5e story.

## Gnome Characteristics

Because of Copyright issues, please see pages 35-36 in the official *D&D 5th edition Player's Handbook* by Wizards of the Coast for a full description of Gnomish culture.

## Gnome Trait

***Ability Score Increase*:** INT + 2

***Age*:**
Gnomes mature at around 20, and tend to settle on a path in life at 40, they
live to be about 500

***Alignment*:** Gnomes commonly lean towards Good

***Size*:** Small: 3’ to 4’ tall, weighs 30-50lb

***Speed*:** 25’

***Darkvision*:** Accustomed to life underground, you can see in dim
light as if in bright, and darkness as if in dim light, for 60’; you cannot
tell color, only shades of grey

***Gnome Cunning*:** You have advantage on all Intelligence, Wisdom, and
Charisma Saving Throws against magic

***Languages*:** Common and Gnomish

***Subraces.*** Gnomes have three subraces: Forest, Rock, and Sea. Choose one of these

## Gnome Subrace

### Forest Gnome

Secretive and quick, Forest Gnomes use their innate affinity for Illusions to live in isolated forest settlements.

***Ability Score Increase.*** DEX + 2

***Natural Illusionist.*** Gain the *Minor Illusion* cantrip, use your Intelligence modifier

***Speak with Small Beasts.*** Through sounds and gestures, you can communicate
simple ideas with Small or smaller beasts, you love animals and is prone to
adopting all sorts of critters, especially injured or otherwise unhealthy ones

***Innate Perception.*** You have advantage
against being Charmed, and anyone trying to use Deception against you have
disadvantage

### Rock Gnome

Hardy and inventive, Rock Gnomes are natural tinkers and tradesmen.

***Ability Score Increase.*** INT + 2

***Artificer’s Lore.*** Whenever you make an Intelligence (History) check
related to magic items, you temporarily gain proficiency in the History skill
and add double your proficiency bonus

***Tinker.*** 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, I 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.

***Sapper.*** You can rig any mechanized object to explode after a
d20 minute delay (pass a DC 18 INT check to set exact time, if your roll is
within 12-17, roll a d10 and the object will explode within 5-15 minutes instead), you must maintain contact with the object for 5 minutes to
successfully rig it, if the object is a construct-type creature it must be either willing or
incapacitated for the entire duration; a construct creature that explodes gets reduced
to 0 HP and must be repaired to regain function

### Sea Gnome

Brave and hearty, Sea Gnomes easily find their way around the open ocean and are more than willing to ferry others across water.

***Ability Score Increase.*** CON + 2

***Natural Shipwright.*** Any water vehicle you construct or help construct can
be built in half the time and half the cost, it also travels twice as fast, +5
AC, and has double HP, you are automatically proficient in maneuvering any
water vehicle you took part in constructing

***Strong Lungs.*** You can hold your breath 5 times longer than normal
without suffering any ill effects, this time is further doubled if you are in
water

***Purifying Touch.*** Whenever you make a Wisdom (Medicine) check, roll a
d100 twice, if the second roll is less than the first (or if the first is 100)
you also cure the target (including yourself) of one Poison or Disease; have no
effect on the Undead or Constructs