Gnome (Homo insolitus)

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. They are the descendants of a scientist commune that was established before The Event on the planet Elysium. Their secret goal was to conduct banned genetic experiments to improve Human intellectual capabilities, but something didn't go according to plan. An incident occurred under mysterious circumstances, the end result being a group of Post-Humans with amazing mental capabilities, but also rather odd and strange behavior.

Gnome Traits

Ability Score Increase: Your Intelligence score increases by 2.

Age: Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 30. They seem to live around 200 years on average, but a few Gnome individuals are known to have reached over 250 years old.

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".

Languages. You can read, speak, and write Common and Gnomish.

Gnome Variant Traits

Tinker Gnome

Tinker Gnomes are the most common type of Gnome. Most of them are fascinated by science, engineering, and machinery of all kinds.

  • Ability Score Increase. Your Constitution score increases by 1.
  • 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 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.
    • You may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Forest Gnome

Forest Gnomes are a sub-race of Gnomes that have an innate intellectual affinity for biology, medicine, and other natural sciences. Their passion for the natural world has manifested in particular psionic abilities.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Natural Psionic Illusionist. You can manifest 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

Deep Gnome

The smaller of the Gnome sub-races, the Deep Gnomes have a strong and persistent fascination with the earth sciences related to the lithosphere. Scientific fields such as geology, speleology, and mineralogy. This psychological fascination has even manifested in physiological abilities that makes them better suited to live in the subterranean areas they have colonized.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Superior Darkvision. Your darkvision has a radius of 120 feet.
  • Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.