- Ability Score Increases: +2 Intelligence
- 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.
- 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.
Origin Town: Nevoldo, or Voldhor
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.
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.
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.
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, 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.
Nevoldo was the result of an ambitious experiment performed by a group of gnomes from Voldhor. Did they set out to create a new town? The reasons why are lost to the sands of time, but gnomes are apt to do wild things just to see if they can. The group of gnomes had created a piece of land that was permanently suspended in the air with magic. It had apparently taken dozens of wizards casting spells for a week straight to make it happen. Such a feat had never been accomplished before. At first people wanted to visit the floating land mass just to marvel at the spectacle. Over time more people settled in to take advantage of all the tourists. Gnomes started to setup magic show, and magical curiosities on the land itself to add to the spectacular feeling of the city. The desire to fill someone else up with wonder and awe is what led the gnomes to develop the town of Nevoldo into the magical place it is today.
Ability Scores: +1 Intelligence, Charisma, or Wisdom
Skills: Proficiency in the Arcana, Nature, or Investigation skill.
Mental Calluses: You have resistance to psychic damage.
Magic Town: You know the Mage Hand cantrip.
Gnomes slotted in well with the dwarves in Voldhor. Instead of starting their own settlement, the first gnomes of Avensuna found themselves getting along well with the dwarves of Voldhor. Before the arrival of the gnomes the dwarven smiths of Voldhor focused primarily on the manipulation of molten metal when creating weapons. With the magical ingenuity of the gnomes the ceiling for wondrous weapons had been extended. Nowadays it would be unthinkable for Voldhor to not have any magic or enchanted weapons, but this reputation could have only come about with the contribution of the gnomes.
Ability Scores: +1 Strength, Intelligence, or Constitution
Skills: Proficiency in the Arcana, History, or Athletic skill.
Tool Proficiency: You gain proficiency with smith’s tools. You have double proficiency bonus when using them.
Gift of the Forge: You can use the Identify spell, but only as a ritual, and only on objects and items.