Gnome (Biolance)

by TheTranMan

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Gnome

Racial Traits

Your gnome character has the following traits.

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. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d4
  • Height = 2 feet + 11 inches + your size modifier in inches
  • Weight in pounds = 35 + your size modifier

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. Your ties to the feywild make your darkvision unusual: everything you see in darkness is in a shade of purple.

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.

Subrace. Choose one of these subraces.

Deep Gnome

Gnomes who live in the deepest crags of inhabited worlds, or even on barren rocky worlds.

Ability Score Increase. Your Constitution score increases by 1.

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 also speak Undercommon.

Forest Gnome

Gnomes who assist in cultivating, terraforming, or care-taking greener worlds.

Ability Score Increase. Your Wisdom increases by 1.

Natural Illusionist. You know the minor illusion cantrip. Wisdom is your spellcasting modifier for it.

Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Rock Gnome

Gnomes with an affinity for pioneering advances in technology and

Ability Score Increase. Your Dexterity score increases by 1.

Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technomagical 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.

 

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