Ancestry: Gnome (5.5)

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Ancestry: Gnome


Gnomes are short and hardy folk, with an unquenchable curiosity and eccentric habits. They take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction, known as the Bleaching, strikes gnomes who fail to dream, innovate, and take in new experiences. The Bleaching slowly drains the color— literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives.

Gnomes generally appear to be freakishly short humanoids with a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue.

Gnome Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


Age. A gnome can theoretically live to any age if they can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.


Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.


Creature Type. You are a Humanoid. You are also considered a Fey for any prerequisite or effect that requires you to be a Fey.


Size. Gnomes are between 2 and 3 feet tall and weigh around 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 a +1 bonus to all Intelligence, Wisdom, and Charisma saves against spells and other magical effects.


Languages. You can read, speak, and write Common and Gnomish.

Heritage: Vivacious

The Vivacious gnomes have an incredibly strong connection to the positive energy that flows through the Feywild, channeling nature and chaos in both personality and minor magical abilities.

Vivacious gnomes appear to be made of plant-life, with stem-like skin and twig hair, but with the texture of normal skin and hair.


Fae Trickery. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.


Speak with Small Beasts. You can cast the Speak with Animals spell, requiring no spell slot or material components. Intelligence is your spellcasting modifier for it.

Heritage: Sensate

The sensate see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. They enjoy the world better than other gnomes, but can also use their special senses on adventures.

The sensate appear closest to the general gnomish appearance, but are slightly taller compared to others.


Incredible Senses. You have proficiency in the Perception skill.


Sensate Magic. You know the Prestidigitation cantrip. When you reach 3rd level, you can cast the Color Spray spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Locate Animals or Plants spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Heritage: Tinker

Tinker gnomes have a natural inventiveness and hardiness beyond that of other gnomes. Tinker gnomes make up the majority of gnomes in most settings, and have a wide variety of personalities and appearances.


Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.


Tinker. You know the Mending cantrip. When you reach 3rd level, you can cast the Identify spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Arcane Lock spell once and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

 

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