Gnome
- Size
- Small
- Speed
- 25 ft.
- Ability Bonuses
- INT +2
- Darkvision
- 60 ft.
- Languages
- Common, Gnomish
- Source
- PHB
Traits
Age
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size
Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
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 saving throws against magic.
Languages
You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Subraces
Deep
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.
Size
Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small.
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.
Deep/Svirfneblin
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.
Size
A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
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. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
Forest
Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts
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.
Mark of Scribing
Gifted Scribe
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
Scribe's Insight
You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
| Spell Level | Spells |
|---|---|
| 1st | comprehend languages, illusory script |
| 2nd | animal messenger, silence |
| 3rd | sending, tongues |
| 4th | arcane eye, confusion |
| 5th | dream |
Rock
Artificer's Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker
You have proficiency with artisan's 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.