Gnome Traits
Ability Score Increase: +2 Intelligence
Age: gnomes mature at the same rate as humans do and most settle down into adult life around 40, but they can live 350 to nearly 500 years old.
Size: gnomes are between 3 and 4 feet tall. Your size is Small and your base speed is 25 feet.
Darkvision: accustomed to life underground, you can see in dim light up to 60 feet from you in 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.
Age: gnomes mature at the same rate as humans do and most settle down into adult life around 40, but they can live 350 to nearly 500 years old.
Size: gnomes are between 3 and 4 feet tall. Your size is Small and your base speed is 25 feet.
Darkvision: accustomed to life underground, you can see in dim light up to 60 feet from you in 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.
Subraces (choose 1)
Forest Gnome
Ability Score Increase: +1 Dexterity
Natural Illusionist: you know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Natural Illusionist: you know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Rock Gnome
Ability Score Increase: +1 Constitution
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 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), or when you use your action to dismantle it; at that time, you retrieve the materials used to construct it. You may 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 mechanical 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.
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 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), or when you use your action to dismantle it; at that time, you retrieve the materials used to construct it. You may 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 mechanical 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.