Gnome to All
Through a gnome’s life, they design, construct, and eventually live in their own vehicles, either powered by whale oil, pressed kelp oils, or other magical material they find under the waves. Eventually these submersibles assemble together into a larger company. Their homes are well hidden by both clever construction and simple illusions. A constant hum of busy activity pervades these close knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise orf triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Gnomes who join a ship’s crew or settle outside of their communities are commonly artificers, engineers, sages, or tinkers.
It is said when the world was being formed, Those That Be looked over the face of the deep and decided to make life in their own image. Two of The Celestials came together to take up the task. A day passed. Due to unresolvable differences they disbanded their partnership. A day passed. The two Celestials came forth with their individual creations. Thus Gnomes and Halflings were created. The knowledge is lost as to which was given life first.
Inter-Species Relationships Gnomes are good-hearted, and 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 long as they enjoy everything else they set out to do. Even the tricksters among them are more playful than vicious.
Halflings - Gnomes and Halflings, while not violent enemies, are famous in their natural enmity for each other. However, Halflings see great value in Gnomish engineering and magical prowess, whereas Gnomes value Halfling culinary, combat, and navigation skills. As such, it is not uncommon for the two to work together in friendly (yet severely strained) relationships.
Humans - “They love our sea shanties. Even if they don’t speak our language.” Gnomes know that they are a means to an end for most humans, especially when picked up as artificers on their massive ships. Thus gnomes seek out more wealthy ships with access to resources to expand and develop their engineering prowess.
Dwarves - “Cannot take a joke. Avoid if possible.”
Elves - “They refuse to develop, choosing to rely on primitive ‘stick and string’ technology. It’s curious they refuse to leave their islands. WARNING: Do not make camp in their forests! They also hate the sight of our mechanical wagons.”
Half-Orcs - “Hilarious when they are in our submarines. Often requires a can opener to get them out. Totally worth it though.”
Tieflings - “Keep them away from the black sands. ::explosion noise::”
Dragonborn - In order to explore further Gnomes have established a secret agreement with Dragonborn tribes. Gnomes are able to responsibly gather Titan Essence from the graves of fallen gods. In exchange they have agreed to protect the Titan bones under the waves, while also bringing the Dragonborn news and stable trade routes.
Gnome Traits The Gnome characteristics supplement or supercede those in the PHB. Your gnome character has certain characteristics in common with all other gnomes.
All Gnomes: Darkvision, Watervision Accustomed to life underwater or 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. This also works while swimming in either fresh and saltwater but can be obscured by fogs or cloudy water.
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 device. 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 only one such devices active at a time. When you create a device, choose one of the following options: Tiny clockwork device (AC 5, 1 hp).
- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a fish, mouse, bird, dragon, or soldier. When placed on the ground or in the water, the toy moves 5 feet across 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.
Black Powder Rod Only Gnomes have mastered the art and control of an explosive sand known as “black powder”. You can use your action to fire a custom made hollow metal rod, using either your dexterity or intelligence modifier for this attack. After you use your Black Powder Rod, you can’t use it again until you complete a long rest. Range 30/60 ft. On a successful attack, a creature takes 2d4 + (DEX or INT mod)
Ocean Gnomes (Replaces the Rock Gnome in the PHB) As an ocean gnome, you have a natural inventiveness and nimbleness beyond that of other gnomes. Most gnomes will be ocean gnomes. They construct and pilot their own submersible, taking great pride in disguising their crafts to mimic ocean creatures in form and movement. Ability Score Increase Your Dexterity score increases by 1
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. Speak with Small Creatures. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Ocean gnomes love animals and often keep squids, crabs, clownfish, frogs, and other creatures as beloved pets.
Dune Gnomes (Replaces the Forest Gnomes in the PHB) As a dune gnome, you have a natural knack for illusion and inherent quickness and stealth. Dune gnomes are rare and secretive. They gather in hidden communities on the coast, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Dune gnomes tend to be friendly with other good-spirited folk, and they regard elves and good fey as their most important allies. They talk very quickly with a thick accent and are often mistaken for speaking gibberish. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands. Dune gnomes plan and construct mechanical beasts, usually horses, to power the movement of their wagons. Ability Score Increase. Your Charisma score increases by 1. Natural Performer. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Creatures. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dune gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.