Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Well, you must consider the fact that The Drow did an invasion of Blingdenstone. Much like Russia did Ukraine. And the only surviving Deep Gnomes either became refugees in Mithral Hall (well over 300) or were taken captive as slaves. The Drow had almost taken the Dwarven stronghold of Mithral Hall as well. But they were defeated and pushed back. That war was pretty epic.
So, we really can't blame The Deep Gnomes for feeling that way about The Drow.
How is it that the MM, MToF, etc. doesn't have these listed?!?
I love deep gnomes ❤️❤️❤️❤️❤️
what r their weaknesses
Reaching objects on the top shelves.
such a cutie
W jimjar
What is underdark?
It's the underground "world", it's where mind flayers live, so do the Drow, Duergar, and a few dwarven strongholds can go far enough underground to reach it as well. In general just imagine a massive cave-tunnel system, with fungi where the surface would have trees or grass, and wildlife that's about three tims as deadly, some with magical poers from birth