Gnome
DnD Gnome Race
Far away from the visible worlds lies the hidden realm of Gnomeland, a magical dimension accessible only to gnomes. It appears on no map and can only be reached through a mysterious, enchanted door. These doors appear rarely usually in the middle of forests, in open fields, or even between rocky cliffs. They look like ordinary wooden doors, standing upright without walls around them. From the outside, nothing seems unusual: the door appears to lead nowhere. But those who know how to open it the right way
discover the gateway to a world of wonder.
The Gnome Dance and the Secret of the Doors
Only gnomes can open these doors and they do so through the Gnome Dance, a magical ritual full of hops, claps, and twirling steps that summon the energy of their heritage. Should other races attempt the dance, nothing happens: the magic recognizes only the true gnome. Once a gnome completes the dance, the door transforms: the wood begins to glow, flowers bloom along its frame, and the air suddenly smells of honey and pine needles. Whoever then opens the door beholds the radiant gates of Gnomeland.
Gnomeland A Hidden Paradise
Gnomeland itself is a wondrous place, a magical dimension filled with rolling hills, deep blue forests, sparkling caves, and brightly colored mushrooms as tall as trees. The air is always gentle and scented with flowers. The gnomes live in harmony with nature, magic, and each other.
Gnomes are small in stature, with pointed ears and lively eyes brimming with curiosity and knowledge. They are known for their kindness, creativity, intelligence, and mischievous humor. Masters of illusion magic, alchemy, and invention, they are the true keepers of ancient secrets.
Faith and Spirituality: The Goddess of Love and Beauty
At the heart of their culture lies faith in Lyrenna, the Goddess of Love, Beauty, and Harmony. Gnomes believe that Lyrenna created their race with the purpose of filling the world with joy, beauty, friendship, and art.
Each morning, gnomes begin their day with a short prayer or song for Lyrenna, often accompanied by flower offerings or small crafted artworks. Her followers believe that love and beauty can be found everywhere in music, in a heartfelt conversation, in a brilliant invention, or simply in the smile of a friend.
Subraces of the Gnomes
There are four main gnome subraces, each with its own habitat, culture, and skills:
• Deep Gnomes
Serious and stoic gnomes who dwell in the deep caves of Gnomeland. They have grayish skin and wear dark green or black clothing, often topped with a pointed hat. Deep Gnomes are excellent sentinels, masters of underground survival and camouflage, and guardians of their world’s hidden treasures. They are loyal, brave, and carry a strong sense of duty. They serve as the traditional protectors of the Mushroom King, the ruler of Gnomeland.
• Forest Gnomes
These gnomes live in the forests of Gnomeland and have a greenish skin tone that helps them blend among leaves and trees. Playful, adventurous, and eager to discover new worlds, they often wear blue or purple garments and travel in groups across the land. Forest Gnomes are frequently druids, rangers, or illusionists, and maintain a deep bond with animals and plants.
• Rock Gnomes
Recognizable by their whitish-gray skin and the distinctive stones on their backs, Rock Gnomes are inventors and collectors. They use their stone growths for both protection and camouflage. They often wear little clothing usually just simple trousers made of cloth or animal hide and adorn their bodies with tattoos chronicling their travels. Though shy toward other races, they are remarkably ingenious. They typically live in small hermit communities or caves near the mountainous regions of Gnomeland.
• Mark of Scribing Gnomes
The scholars and scribes of Gnomeland. They often wear red pointed hats and have pale skin. Specialized in magical communication, runes, and ancient languages, they serve as diplomats and historians of gnome society. They are frequently consulted by the king when drafting laws or preserving age-old secrets.
The Mushroom King
Ruler of Gnomeland, the Mushroom King is a wise and kind elder who wears a red-and-white mushroom as his crown. He decides who may enter Gnomeland: other races are welcome, provided their intentions are pure. Those who harbor ill will shall never find the gate or will wander endlessly within an enchanted labyrinth.
Stats
Player’s Handbook
- 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 40. They can live to 350 years on average, but it’s not too uncommon for them to reach 500 years of age.
- Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.
- 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: Your character can speak, read, and write. Common, Gnomish and one other language that you want.
Forest
- Ability Score Increase. Your Dexterity score increases by 1.
- Natural Illusionist. You know 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.
Rock
- 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.
- At your DM’s discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
- Eberron: Rising from the Last War
Mark of Scribing
- Ability Score Increase. Your Charisma score increases by 1
- Gifted Scribe. Whenever you make an Intelligence (History) or an Ability Check involving Calligrapher’s Supplies, you can roll a d4 and add the number rolled to the total ability check.
- Scribe’s Insight. You know the Message cantrip. You can also cast the Comprehend Languages spell with this trait. Starting at 3rd level, you can also cast the Magic Mouth spell with it. Once you cast either spell with this trait, you can’t cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.
- Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your Spellcasting class.
Mark of Scribing Spells
Spell Level | Spell |
1st | |
2nd | |
3rd | |
4th | |
5th |