Gnome

Basic Information

Genetics and Reproduction

Gnomes have a standard 9 month pregnancy. They are capable of reproducing with humans or halflings. When they reproduce with humans they combine human and gnome traits but when they reproduce with a halfling their is a 50/50 chance of the child being halfling or gnome but it will be the either a halfling or a gnome, not something in between.

Growth Rate & Stages

Gnomes mature at the same rate humans do but have a prolonged 20's. Many take this time of early adulthood to wander, explore, or enjoy the world but most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Ecology and Habitats

Forest Gnomes make their homes in hilly, wooded lands. They often 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.

Behaviour

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.

Civilization and Culture

Naming Traditions

Gnomes embrace names as vibrant reflections of their ingenuity, curiosity, and connection to the world. Divided into two subraces—Rock Gnomes and Forest Gnomes—their naming conventions mirror their lifestyles. Rock Gnomes, the tinkerers and inventors, favor whimsical, often mechanical-sounding names inspired by gadgets, tools, or the clatter of their workshops. Forest Gnomes, elusive illusionists and nature-dwellers, draw from flora, fauna, and the hidden magic of woodlands. All gnomes share a tripartite name structure: a birth name, a nickname earned through notable quirks or deeds, and a family name passed through generations. Technically most gnomes have a half-dozen or so nicknames given to them by their various relatives as well but when dealing with those outside of Gnome culture they have learned to shorten up to just the birth name, nickname, and family name.
Rock Gnomes’ birth names tend toward playful complexity, with 25% stretching to five or more syllables (Gramblestankawitz), while Forest Gnomes lean into melodic, earthy tones. Nicknames—bestowed by peers or self-proclaimed—are irreverent and often literal, celebrating triumphs (or catastrophes) like "Gearspark" or "Mosscloak." Family names, such as Nackle or Turen, are relics of ancestral history, though their meanings have faded into obscurity.
Rock Gnomes Example Names
Birth Names (First): Zizzlebolt, Gramblestankawitz, Fizzletrip, Blim, Ticklyswitch
  Nicknames: Steamhiss (invented a faulty boiler), Cogspark (master of clockwork gadgets), Springsnap (prone to launching inventions prematurely), Clankclunk (noisy walker), Smokebellow (famous for explosive mishaps).
  Family Names: Nackle, Garrick, Scheppen, Raulnor, Timbers
  Forest Gnome Example Names 
Birth Names (First): Puddleberry, Thistlewhiff, Rosendy, Lum, Dandeliongiggle.
  Nicknames: Mosscloak (blends into forest floors), Foxglow (befriended a mystical fox), Shimmerbark (expert tree-climber), Dewsparkle (collects morning dew for potions), Nimbletoad (uncanny hopping skills)
  Family Names: Ningel, Folkor, Murnig, Daergel, Turen

Common Dress Code

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.

Culture and Cultural Heritage

As far are 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. T hey'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.

Interspecies Relations and Assumptions

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.
Ability Score Increase. Increase your Intelligence or Wisdom by 2, and your Dexterity or Constitution by 1. 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 3 and 4 feet tall and average about 40 pounds. Your size is Small.
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 saving throws against magic.
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.
Subrace. Choose one of the following subraces.  

Forest Gnome

Forest Gnomes are generally more wise than intelligent. They live in hidden communities protected by wizard illusions and druidic magic. They are found throughout the shattered sea, in Deltora, and a few other forests around the world.
Natural Illusionist. You know the minor illusion cantrip. Intelligence or Wisdom is your spellcasting ability for it. 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.

Rock Gnome

Rock Gnomes tend to be more intelligent than wise and have a reputation as tinkerers and plasmancers. The largest population of rock gnomes can be found on the island of Glimburk, but they are also present in the Hansolan mountains, and the west side of the Sumarrian colony of Norwatch.
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.
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.
 

Deep Gnome(Svifneblin)

  Deep Gnomes live in the underdark and are rarely seen on the surface. When they are they rarely suffer the same discrimination as other underdark races do. They are generally kind and helpful, unlike the drow or dueregar.
Darkvision. Your darkvision increases to 120ft.
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 using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
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 your proficiency bonus, and you regain all expended uses when you finish a long rest.
Geographic Distribution
Related Organizations