Gnome Race Details in DnD 5e

Gnome Race Details

Gnome Race Details:

Gnome Race Details

In the warrens and towns where gnome builds their tight-knit communities, there is a constant buzz of busy activity. The hum is broken up by louder noises, including yells of surprise or triumph and, most often, fits of laughter. Here and there, there may be a small explosion or the crunch of gears grinding together. Invention, exploration, research, creation, and play are all things that gnomes take great pleasure in.

Burgell, who was half as tall as Aeron and had to sit on a stool to look through the peephole, was flaxen-haired, skinny. They had eyes that were an unsettling turquoise. That particular tenement, like most homes in Oeble, had been constructed for humans, and smaller occupants did their best to make the most of the uncomfortable situation.

Burgell was able to fit all of his gnome-sized gear inside the apartment thanks to its relative size, though. He kept a bewildering assortment of tools in the front room of his home, including hammers, chisels, saws, lockpicks, tinted lenses, jeweler’s loupes, and jars of powdered and shredded ingredients for spells. The front room also served as his workshop. The mage’s pet gray cat was curled up atop a grimoire. Aeron was met with a scornful yellow stare as it opened its eyes, then it appeared to fall back asleep.

Traits of Gnome:

The gnome you’re playing shares some traits with all other gnomes.

Improved Ability Score:

Your IQ score rises by two points.

Age:

Gnomes mature at the same rate as humans, and the majority of them are thought to have reached adulthood by the time they are 40. They have a lifespan of 350 to nearly 500 years.

Size:

The average gnome weighs about 40 pounds and stands between 3 and 4 feet tall. Small is your size.

Speed:

Your standard walking distance is 25 feet.

Darkvision:

You have excellent vision in low light because you are accustomed to living underground. You can see in complete darkness as well as complete darkness within 60 feet of you. Only grayscales are visible in the dark.

Gnome Wise:

All Charisma, Wisdom, and Intelligence saving throws made in opposition to magic are favorable to you.

You are fluent in Gnomish and Common. The Dwarvish script-based Gnomish language is renowned for its technical treatises and encyclopedias of knowledge about the natural world.

Read More Races

Vibrant Expression:

Every inch of a gnome’s diminutive body exudes energy and a passion for life. Gnomes are typically between 40 and 45 pounds and slightly taller than 3 feet. Their bright eyes sparkle with excitement, and their tan or brown faces are typically adorned with wide smiles (under their enormous noses). Their fair hair has a propensity to protrude in all directions, seemingly expressing the gnome’s insatiable curiosity about everything nearby.

The outward manifestation of a gnome’s personality is striking. The board of a male gnome is carefully trimmed, as opposed to his wild hair, and is frequently styled into amusing forks or tidy points. Even though gnome clothing is typically made in understated earth tones, it is lavishly embellished with embroidery, embossing, or sparkling jewels.

Delighted Commitment of The Gnome:

Gnomes believe that being alive is a wonderful thing, and they make the most of their three to five centuries of existence. Humans may be concerned about becoming bored over the course of such a long life, and elves take plenty of time to savor the world’s beauties in their long years, but gnomes appear to be concerned that even with all that time, they won’t be able to fit in enough of the things they want to do and see.

Gnomes have a rapid-fire way of speaking that makes it seem as though they are thinking too quickly. They manage to listen carefully to others while simultaneously sharing their ideas and opinions on a variety of topics, adding the appropriate exclamations of surprise and appreciation along the way.

Despite the fact that they enjoy all kinds of jokes, especially puns and practical jokes, gnomes are just as committed to the more important tasks they take on. Engineers, alchemists, tinkerers, and inventors are professions that many gnomes excel in. When they are perfecting what they do, taking big (and occasionally foolish) risks, and dreaming big, they aren’t afraid to fail and laugh at themselves.

Sharp Burrows:

Hills and forested areas are where gnomes live. They enjoy the natural, living world on the surface whenever they can despite living underground and breathing more fresh air than dwarves. Both clever architecture and straightforward illusions effectively conceal their homes. It doesn’t take long for welcome guests to be led inside the cozy burrows. It’s unlikely that anyone who shouldn’t be there would ever discover the burrows.

Most frequently, gem cutters, engineers, sages, or tinkering gnomes are found in human-inhabited areas. Some human families hire gnome tutors to make sure their children get the best of both worlds—serious education and exhilarating fun. Over the course of his or her lengthy life, a gnome might tutor several generations of a single human family.

Gnome names:

Gnomes adore names, and the majority of them have about six. A gnome’s mother, father, clan elder, aunts, and uncles each give the creature a name, and various nicknames from just about everyone else may or may not endure over time. While some gnome names are wholly original, most are variations on the names of ancestors or distant relatives. A gnome learns to use no more than three names when interacting with humans and other people who are “stuffy” about names: a personal name, a clan name, and a nickname. They choose the name in each category that is the most entertaining to say.

Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook

Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna

Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen

Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck

Seeing the World:

Gnomes are impulsive and curious creatures who may embark on adventures to learn more about the world or just for the love of discovery. Some gnomes choose to go on adventures as a quick if risky, route to wealth because they are lovers of gems and other fine goods. Regardless of what motivates them to go on adventures, gnomes who adopt this lifestyle derive equal enjoyment from it as they do from any other activity they engage in, occasionally to the great annoyance of their adventuring companions.

Genuinely grateful Gnome:

Unless they have suffered a severe injury, gnomes don’t typically act hostile or maliciously. Gnomes enjoy everyone’s company. They do everything else they set out to do, even though they are aware that most races don’t share their sense of humor.

Subrace

Pick a subrace from the list below or a different source.

GNOME DEEPER:

The deep gnomes (also known as svirfneblin), the third subrace of gnomes, reside in sparsely populated areas all over the Underdark. Svirfneblin is on par with their cousins on the surface, unlike the duergar and drow. Their oppressive surroundings have a negative impact on their humor and enthusiasm. But their inventive expertise is mainly focused on the stonework.

The Deep Gnome Legacy:

The two types of gnomes that are found in the landscapes of the surface world most frequently are forest gnomes and rock gnomes. Deep gnomes, also referred to as svirfneblin, are another subrace of gnomes that are infrequently observed by people who live on the surface. Svirfneblin is sneaky, taciturn, and wary of strangers, but they can be just as kind, devoted, and compassionate as their cousins on the surface.

To replace the subraces listed in the Player’s Handbook when creating a gnome character, you can select the deep gnome.

Change in Ability Increase:

One point is added to your Dexterity score.

Age:

Gnomes don’t live very long with deep gnomes. By the time they reach the age of 25, they have reached full adulthood, maturing at the same rate as humans. Despite the fact that they only live 200 to 250 years, they frequently pass away due to arduous labor and the dangers of the Underdark.

Alignment:

Svirfneblin favors neutral alignments because they believe that their ability to survive depends on their ability to keep their distance from other creatures and avoid forging allies. They are unlikely to risk their own safety to help others, and they hardly ever wish others harm.

Size:

The height and weight range for a typical svirfneblin are between 3 and 312 feet. The size of you is small.

Enhanced Darkvision:

A 120-foot radius surrounds you in your dark vision.

Camouflaging stones:

The ability to conceal yourself in rocky terrain gives you an advantage on Dexterity (Stealth) checks.

Languages:

Gnomish, Common, and Undercommon are all languages you can speak, read, and write. The svirfneblin dialect is more guttural than surface Gnomish. The majority of svirfneblin only have a rudimentary knowledge of Common. However, those who interact with outsiders, including you as an adventurer, pick up just enough Common to survive in other lands.

Toy Gnome:

You’re a rock gnome, which means you’re more resourceful and tough than other gnomes naturally are. Including the tinker gnomes of the Dragonlance setting, the majority of gnomes in the D&D universes are rock gnomes.

A rise in an ability score:

The score for your Constitution increases by +1

Maker’s Knowledge:

You can add twice your proficiency bonus in place of your usual proficiency bonus whenever you make an Intelligence (History) check involving magical, alchemical, or technological objects.

Tinker:

You are skilled in using tinker’s or artisans’ tools. You can create a Tiny clockwork device with those tools for 1 hour and 10 GP in materials (AC 5, 1 hp). The device stops working after 24 hours (unless you spend an additional hour repairing it to keep it operational), or when you use your action to disassemble it; at that point, you can recover the materials used to build it. Up to three of these devices may be in use at once.

Choose one of the following options when creating a device:

Clockwork Toy: This toy is a clockwork creature, person, or animal like a mouse, frog, bird, dragon, or soldier. When set down, the toy moves 5 feet across the surface with each turn you make in a random direction. It emits sounds that are suitable for the creature it represents.

Fire Starter: The tool generates a tiny flame that you can use to start a candle, a torch, or a campfire. It is up to you to operate the device.

Music Box: This music box starts playing one song at a medium volume as soon as it is opened. The box ceases to play when it is closed or when the song is ended.

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