Order of the Roll - Dungeons and Dragons Gnome - Order of the Roll

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

Com­pre­hend Lan­guagesIllu­so­ry Script

2nd

Ani­mal Mes­sen­gerSilence

3rd

Send­ingTongues

4th

Arcane EyeDiv­ina­tion

5th

Dream

Order of the Roll is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.