Kryx RPGThemesMonsters

Gnome

Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the fey’s mysterious realm, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. Though gnomes are no longer truly fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world.

Gnomes can have the same concerns and motivations as members of other species, but just as often they are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. A gnome may risk its life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the gnome those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force. While such apparently fickle and impulsive acts are not universal among gnomes, they are common enough for the species as a whole to have earned a reputation for being impetuous and at least a little mad.

Combined with their diminutive sizes, vibrant coloration, and lack of concern for the opinions of others, these attitudes have caused gnomes to be widely regarded by the other species as alien and strange. Gnomes, in turn, are often amazed how alike other common species are. It seems stranger to a gnome that humans and elves share so many similarities than that the gnomes do not. Indeed, gnomes often confound their allies by treating everyone who is not a gnome as part of a single, vast non-gnome collective species.

Cultural Traits

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

If you are a Deep Gnome, the svirfneblin dialect of Gnomish 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.

Traits

Your gnome character has certain characteristics in common with all other gnomes.

Health. Your health increases by 8.

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 0.9 and 1.2 meters tall and average about 18 kilograms. Your size is Small.

Speed. Your base walking speed is 7.5 meters.

Gnome Cunning. You have advantage on all Will saving throws against magic.

Variant. Three variants of gnomes are found among the worlds: deep gnomes, forest gnomes, and rock gnomes. Choose one of these variants.

Deep Gnome (Svirfneblin)

Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 35 meters 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Stone Camouflage. You have advantage on Stealth checks to hide in rocky terrain.

Svirfneblin Magic. You have inherited the innate spellcasting ability of your ancestors. You can cast nondetection on yourself at will. When you reach 3rd level, you know the blindness/deafness, disguise, and blur spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.

At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.

Forest Gnome

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. 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.

Low-Light Vision. Due to your fey ancestry, you have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.

Forest Camouflage. You have advantage on Stealth checks to hide in forested terrain.

Natural Illusionist. You know the minor illusion cantrip. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.

Speak with Small Beasts. You can comprehend and verbally communicate with Small or smaller beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes are rock gnomes.

Low-Light Vision. Due to your fey ancestry, you have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.

Artificer’s Lore. Whenever you make an ability check to know the history or workings of magic items, alchemical objects, or technological devices, you have advantage on the roll.

Eureka!. As a reaction, which you can use when you roll an Intelligence check, you recall memories and knowledge previously inaccessible to you. You can reroll the Intelligence check, taking the second result.

Once you use this trait, you must finish a short or long rest before you can use it again.

Tinker. Using tinker’s tools, you can spend 1 hour and 10 sp worth of materials to construct a Tiny clockwork device (5 Defense; 1 Health). 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:

Alarm. This device senses when a creature moves to within 4.5 meters of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 90 meters away.

Calculator. This device makes arithmetic easy.

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 1.5 meters 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.

Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

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.

Timekeeper. This pocket watch keeps accurate time.

Weather Sensor. When used as an action, this device predicts weather conditions in a 1.6-kilometers radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.