
Gnome Species Details
Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.
Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: Humanoid
Size: Small (about 3–4 feet tall)
Speed: 30 feet
Darkvision
You have Darkvision with a range of 60 feet.
Gnomish Cunning
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage
You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):
Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
Aside from counting the number of posts...
How does a character cast a Cantrip for 10 minutes straight?
Are we assuming that the character just keeps casting every few seconds, and each cast assembles a small part of the 'clockwork device' they are creating?
More curious than anything else :)
Cheers!!!
I think the concept is that you're using a basic spell to slowly build the components of an item over time. Seems more like it's saying because you have the knowledge of these cantrips you have the means to use them in conjunction over time to build a small utility item or a fun toy.
I believe the rock gnome is building the tiny invention, then casting prestidigitation over a long time to store the spell within it so that it can be used over and over again. If you wanted to flavour it in a campaign, your rock gnome could simply pull out screwdriver and some bits of scrap metal and start working away, occasionally casting prestidigitation and going "no, no, that doesn't work..."
The flavour of what 10 minutes of casting Prestidigitation is obviously up to you and your DM, but I think the important thing is that mechanically it means that you must maintain Concentration for that entire time (and thereby can't be concentrating on another spell) and, if you are in turn order, you must use your action on each turn to continue casting the spell for the entire time. See the rules for spells that take more than 1 action to cast in the PHB.
You can use The elemental evil players companion if you select "Expanded rules" At character creation.
They’ll probably add svirfnebli later
You cast it once, but for the maximum duration of 10min. Ex. Magic hand will vanish at 10min.
They're in Monsters of the multiverse
Forest Gnome would be a solid race to use for a Yoda themed build.
Think of it as a ritual casting?
Does a Gnome speaks gnomish by default? Building a character now and it says gnomes speak 3 languages, common +2. Does one of the 2 needs to be gnomish?
No if you choose for a character to not speak thier ancestral tongue then they don't this is good as it means if you grew up on the streets away from others of your kind you can role-play a Gnome that doesn't speak gnome
Making my Gnome Barbarian now, I'll take those advantages on all my saving throws now hehe 🤭
Every time I try Search Gnome instead of going to Game Rules > Species, I click it and get taken to the 404 error page.
I can’t find forest gnome?
In the 2024 rules, there are no more "subraces". Forest Gnome is still an option under "Gnomish Lineage" for the new Gnome species.
wait, hold on...that's actually genius i think Mitcheyy11 is on to something
anyone tried with a paladin??
Yepp and I dunno how to manage the double adv. in sav. throws on CHA and WIS.
Hey can anyone give me specifics on appearances? like skin tone, exact height range, eye color, hair color etc.?