Well here I post the Deep Gnome Tratits: (from the Elemental Evil supplemet)
Ability Score Increase.
Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age.
Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Alignment.
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.
Size.
A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
Speed.
Your base walking speed is 25 feet.
Superior Darkvision.
Your darkvision has a radius of 120 feet.
Gnome Cunning.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws
against magic.
Stone Camouflage.
You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Languages.
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect 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.
Yes it is, but rolling a 20 for an ability seems wrong. If you are rolling 3d6 for a stat is maximum is 18. If you are not rolling, you can find other methods here:
Druid has the proficiency in saving throws WIS and INT: so WIS saving throw +4, INT +2. The rest of the saving throws are equal to the stats modifiers.
For the skills (let's assume you take the Outlander background)
Athetics +3, Survival +4 (two more for the druid list), Animal Handling +4, Nature+3
As a druid, your deep gnome could be like a former farmer of a fungal grove in the Underdar. A threat to your city may have forced your charcter to leave and going on adventures.
Help me!
I am glad to offer any kind of help. What do you need?
Every thing in making a druid deep gnome! help!
Well here I post the Deep Gnome Tratits: (from the Elemental Evil supplemet)
Ability Score Increase.
Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age.
Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Alignment.
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.
Size.
A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
Speed.
Your base walking speed is 25 feet.
Superior Darkvision.
Your darkvision has a radius of 120 feet.
Gnome Cunning.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws
against magic.
Stone Camouflage.
You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Languages.
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect 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.
Then you just have to add the 1st level druid features.
If I roll a 20 for dex is it 21?
Yes it is, but rolling a 20 for an ability seems wrong. If you are rolling 3d6 for a stat is maximum is 18. If you are not rolling, you can find other methods here:
http://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/1818-guidelines-for-character-creation
Of course, if your DM is allowing some homebrew rules, then it is all right.
Do you need help on the number crunching side, or the backstory and character history stuff?
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
I am making a dex druid.
Look for the number I can help you here step by step:
Let's take the standarad array for stats: 8, 10, 12, 13, 14, 15
I propose this: STR 12, DEX 13+1=14, CON 14, INT 8+2=10, WIS 15, CHA 10
The respective bonus are: STR +1, DEX +2, CON +2, INT 0, WIS +2, CHA 0
Other numbers are this:
Druid has the proficiency in saving throws WIS and INT: so WIS saving throw +4, INT +2. The rest of the saving throws are equal to the stats modifiers.
For the skills (let's assume you take the Outlander background)
Athetics +3, Survival +4 (two more for the druid list), Animal Handling +4, Nature+3
Thank you for the advice. backgrond and character history?
As a druid, your deep gnome could be like a former farmer of a fungal grove in the Underdar. A threat to your city may have forced your charcter to leave and going on adventures.
good name?
Schnicktick
How many cantirp and spells?
You'll find that information in here: http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
Just look under the druid class on page 19.
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