Gnome
Legacy
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Species Details
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.
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
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.
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 they enjoy everything else they set out to do.
Subrace
Choose one of the subraces below or one from another source.
DEEP GNOMES
A third subrace of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework.
Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.Ability Score Increase
Your Intelligence score increases by 2.
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.
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
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.
Deep Gnome Legacy This doesn't reflect the latest rules and lore. Learn More
Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook.
Ability Score Increase
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.
Superior Darkvision
Your darkvision has a radius of 120 feet.
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.
Rock Gnome Legacy This doesn't reflect the latest rules and lore. Learn More
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
Ability Score Increase
Your Constitution 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.
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.
where is the forest gnome? ive been trying to make my charecter but yall dont have a forest gnome.
Mildly frustrating as I'm also playing a forest gnome, only mine's a wild magic sorcerer.
The forest gnome needs to be bought from the PHB. You don't get it for free.
I like how theres probably a character named Namfoodle ''Nam'' Nackle. Its just really fun to say.
Sort of bummed that there isn't the stats for a forest gnome yet
Is there such a thing as a sea fareing gnome, or beach dwelling gnome? Im wanting to do a gnomish sea druid who was either a pirate or ship crew member .....point me in a direction to get something close?
There's a glitch and House Sivis gnomes don't have access to the spell Sending in the Character Builder.
What about forest gnomes?????
Forest Gnome?
um i think 1 hour to repair a tiny clock work is unfair. the 1 hour to make is somewhat fair but please add something like how complex is the clockwork and how big is it
lets say small and very complex art and non complex inner workings . it will take about half an hour and half that to repair
or medium with semi complex art and semi complex inner workings . it will take about 3/4 an hour and 3/4 of that to repair
you understand right reader of this
i am sorry if i went on a rant about this
This. Is. AWESOME!
I haven’t heard of anything like that, but you could always just use a different sub race mechanically and then have it be a beach gnome in fiction
If you want forest gnomes, go buy the PHB. Not everything is free, and some stuff is in the basic rules and other stuff isn't. There you go. (Everyone else look at THIS BEFORE asking for forest gnomes.).
I don’t rock gnomes get a +1 strength?
I am currently playing a Forest Gnome Druid, Circle of the Moon. She Is Awesome.
Level six, about to earn her Direcorgi Mount (homebrew version of a Diremastif. Because she is small, and it is so much better.) She just battled her way out of the jaws of an albino crocodile in a sewer with her crew, I can't wait to find out if my pockets are full of crocodile teeth or ... random sewer ick. We ran out of campaign time and I shoved and ran, wild shaped into Giant Spider to climb the ceiling. Pockets not currently accessible. I love this game. :D
Can some one tell the name of a spider that of gnome can ride. Ive read that there's one thats is intelligent and takes hand commands. Would like to use it has a way to climb walls and mountains
I'm builiding a deep gnome character but the Svirfneblin magic feats do not show on the character sheet. I have a legendary bundle, so this does not seem like it is a case that these features should be locked. What am I missing? Thanks.
EDIT: Never mind. I found the section for adding feats. On the character sheet. Feats apparently don't come up in the character creation process and have to be added to the character sheet afterwards.
A gnome Is a size small creature, therefore it can ride any medium sized (or larger) creature as a mount, by RAW, so long as it has been domesticated and trained to accept a rider, and your DM allows it, and allows you to acquire one.
A number of spiders fit the bill in terms of size. I’m not sure what you mean by intelligent, but they all seem to have an int score in the 2-3 range. A warhorse, for reference, has a 2 int.
As far as hand signals, there’s nothing about that RAW, it’s something you’d need to work out with your DM as part of their training.
Feats show up if you're making a variant human, since they're the only ones that get a feat at first level.
few things i noticed about certain races:
every race has a class it was built for (excluding humans)
dragonborn=paladins
Dwarves= mountain=fighters or hill=druids
elves= high=wizards and rogues wood=ranger drow=rogue
gnome=wizard
half elves= bards
halfling= rogue
half orc=barbarian
human=any
tiefling= warlock, sorcerer and bard