GNOME TRAITS
Your gnome character has certain characteristics in common with all
other gnomes.
GNOME CUNNING. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
SIZE. Gnomes are between 3 and 4 feet tall and average about 40
pounds. Your size is Small.
SPEED. Your base walking speed is 25 feet.
ABILITY SCORE INCREASE. Your Intelligence score increases by 2.
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.
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.
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.
ALIGNMENT. Gnomes are most often good. Those who lend toward law are
sages, engineers, researchers, scholars, investigators, or inventors.
Those who lend toward chaos are minstrels, tricksters, wanderers, or
fanciful jewelers. Gnomes are good-hearted, and even the tricksters
among them are more playful than vicious.
Subrace. Two subraces of gnomes are found among the worlds of D&D:
forest gnomes and rock gnomes. Choose one of these subraces.
FOREST GNOME
ABILITY SCORE INCREASE. Your Dexterity score increases by 1.
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.
SPEAK
WITH SMALL BEASTS. communicate simple ideas Small or smaller beasts.
NATURAL ILLUSIONIST. You know the minor illusion cantrip.
Intelligence is your spellcasting ability for it.
NATURAL ILLUSIONIST. Intelligence +#, (DC #, +# Spell Attacks) no
components.
At will: Minor Illusion.
As a forest gnome, you have a natural knack for illusion and inherent
quickness and stealth. In the worlds of D&D, forest gnomes are
rare and secretive. They gather in hidden communities in sylvan
forests, using illusions and trickery to conceal themselves from
threats or to mask their escape should they be detected. Forest
gnomes tend to be friendly with other good-spirited woodland folk,
and they regard elves and good fey as their most important allies.
These gnomes also befriend small forest animals and rely on them for
information about threats that might prowl their lands.
ROCK GNOME
ABILITY SCORE INCREASE. Your Constitution score increases by 1.
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.
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.
As a rock gnome, you have a natural inventiveness and hardiness
beyond that of other gnomes. Most gnomes in the worlds of 0&0 are
rock gnomes, including the tinker gnomes of the Dragonlance setting.
ALWAYS APPRECIATIVE It's rare for a gnome to be hostile or malicious
unless he or she has suffered a grievous injury. Gnomes know that
most races don't share their sense of humor, but they enjoy anyone's
company just as they enjoy everything else they set out to do.
SVIRFNEBLIN SUBRACE TRAITS
ABILITY SCORE INCREASE. Your Dexterity score increases by 1.
SUPERIOR DARKVISION. Your darkvision has a radius of 120 feet.
EXTRA LANGUAGE. You can speak, read, and write Undercommon.
STONE CAMOUFLAGE. You have advantage on Dexterity (Stealth) checks to
hide in rocky terrain.
The svirfneblin subrace has the gnome traits in the Player's
Handbook, plus the subrace traits below. Unlike other gnomes,
svirfneblin tend to be neutral, they weigh 80 to 120 pounds, and they
reach maturity at 25 and live 200 to 250 years.
No comments:
Post a Comment