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Gnome Deep Forest Rock
D&D 5e Playable Race SCAR server: Gnome

Gnome

Source: Player's Handbook

"Skinny and flaxen-haired, his skin walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron and had to climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could."
"But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler’s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare, then appeared to go back to sleep." —Richard Lee Byers, The Black Bouquet


A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.


Vibrant Expression

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.


A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.


Delighted Dedication

As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.


Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.


Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.


Bright Burrows

Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.


Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.


Seeing the World

Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.


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.



Gnome Names

Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say.


Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook

Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna

Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen

Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck



Gnome Traits

Your Gnome character has the following racial 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 up to 350 years.


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.


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. As a reaction you can grant yourself advantage on an Intelligence, Wisdom, or Charisma saving throws against a spell or magical effect. This can be done a number of times per long rest equal to your Proficiency Bonus.


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.

Deep (Subrace)

Source: Monsters of the Multiverse (SCAR Version)

Deep Gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. 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.


Short-lived compared to other g⁠nomes, deep ⁠gnomes mature at the same rate Humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them before their time. Unlike other g⁠nomes, svirfneblin tend to weigh 80 to 120 pounds.


Gift of the Svirfneblin. Starting at 3rd Level, you can cast the Disguise Self spell with this trait. Starting at 5th Level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using Spell Slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.


Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to half your Proficiency Bonus (rounded down), and you regain all expended uses when you finish a long rest.


Extra Lang⁠uage. You can speak, read, and write Undercommon.

Forest (Subrace)

Source: Player's Handbook

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.


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, granting advantage on charisma checks when communicating to them⁠. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. In addition once per long rest you can cast Speak with Animals.

Rock (Subrace)

Source: Player's Handbook

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


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. If you are Proficient in History you instead gain Expertise in it.


Tinker. You have Proficiency with Tinker's Tools.