Few know where gnomes truly came from. They first emerged from the Feywild, not as the creations of gods or the chosen of any celestial power, but as a distant relative to elves whose whole being got shaped by the Feywild’s wild, unpredictable magic. Without divine patronage or ancient destiny, gnomes have long held the place of underdogs in the great tales of the world – clever survivors in a world that rarely favors them.
Despite their small stature, gnomes possess boundless spirit and a spark of ingenuity unmatched by many of the taller folk. Often underestimated, they rely not on strength or favor but on wit, stealth, and resilience. Their outlook is shaped by this legacy: a quiet determination, an affinity for trickery, and a drive to leave their mark through invention, storytelling, or cleverness.
Gnomes are as varied as the lands they inhabit, with distinct subgroups shaped by their environments and philosophies.
- Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it’s not too uncommon for them to reach 500 years of age.
- Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
- Speed. Your base walking speed is 25 feet.
- Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
- 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
Forest gnomes are reclusive by nature, preferring to dwell in hidden groves, ancient woods, or secluded glades far from the bustle of civilization. With an innate connection to natural illusion and a quiet demeanor, they are rarely seen in cities unless they wish to be. Many have lived entire lifetimes without leaving their forests, and also many live among Wood elves, as they share a common love with nature .
Forest gnomes maintain a deep bond with the creatures and magic of the wild. Their magic is subtle, their ways secretive, and their trust hard-won. In a world where power is often loud and aggressive, forest gnomes remind others that peaceful does not mean powerless.
- Natural Illusionist. You know the Minor Illusion cantrip.
- Befriender of Animals. You 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.
- Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts, without casting the Speak with Animals spell.
3rd level
Master of Minor Miracles. You can cast the Silent Image spell once without a spell slot or material components, and without needing to concentrate on it. You regain the ability to do so when you finish a long rest. You can also cast it using your spell slots.
5th level
Illusions of the Forest. You can cast the Mirror Image spell once without a spell slot or material components. You regain the ability to do so when you finish a long rest. You can also cast it using your spell slots.

Rock Gnome
Among the most visible and widespread of their kin, rock gnomes often dwell among other races, finding work as artisans, alchemists, and inventors. Their curiosity is boundless, and their joy in uncovering how things work is contagious. Where others see a broken contraption, a rock gnome sees a challenge – and perhaps the beginnings of something entirely new.
Though they may not always be taken seriously, rock gnomes have earned respect through the sheer usefulness of their inventions and the depth of their arcane knowledge. Their homes are often cluttered with gears, glowing runes, and half-finished experiments, and they wouldn’t have it any other way.
- 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.
- You know the Mending and Prestidigitation cantrips.
- Tinker. You can spend 10 minutes to build a Tiny clockwork device (AC 5, 1 HP) that produces a simple magical effect from the Prestidigitation spell. You choose the effect when you build it (such as lighting a candle, making a sound, or cleaning something). The device can be activated by touching it as a bonus action.
- You can have up to 3 such devices at a time. Each one lasts for 8 hours, or until you dismantle it with a touch.
- Examples of Devices:
- A matchbox that lights small fires
- A chirping bird toy that plays a sound
- A stone that glows with your chosen color
3rd level
- Tinker’s Arsenal. As an action, you can throw or deploy one of your gnome-crafted gadgets. Choose one of the following effects. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Smoke Box. Creates a 10-foot-radius cloud of smoke centered on a point you can see within 30 ft. The area is heavily obscured and lasts for 1 minute or until a strong wind disperses it.
- Thunder Grenade. Thrown at a point within 30 ft. Creatures within 10 feet must succeed on a Dex save (DC = 12 + your proficiency bonus) or take 1d8 thunder damage and be pushed 10 feet away from the center of the grenade. On a success, they aren’t pushed.
5th level
- Tinker’s Arsenal Upgrade. You gain these additional options when you use your Tinker’s Arsenal trait.
- Flash Capsule. Thrown at a point within 30 ft. Creatures in a 15 ft radius must make a Con save (DC = 12 + your proficiency bonus) or be blinded until the start of your next turn. On a success, they aren’t blinded.
- Snaptrap Magnet. You deploy a humming, sparking magnetic trap on the ground in a 5-foot space within 30 feet of you. It activates immediately and lasts 1 minute or until destroyed (AC 15, 10 HP).
- At the start of each creature’s turn within 10 feet of the magnet, it must succeed on a Strength saving throw (DC = 12 + your proficiency bonus) or be pulled 5 feet toward the trap, and have their movement speed halved until the end of their turn.
- Any creature wearing metal armor or carrying significant metal (DM’s discretion) makes the save with disadvantage.

Deep Gnome
Hidden in the depths of the Underland, deep gnomes – called svirfneblin in their own tongue – have taken the gnomish instinct for secrecy to an extreme. In a world where trust is a liability and attention can mean doom, they have mastered the art of being unseen, unheard, and forgotten.
Their communities are carved into stone and cloaked in magic, guarded by silence and shadows. Unlike their cheerier Overland kin, deep gnomes are wary, practical, and slow to trust. But those who earn their loyalty will find allies as enduring and resourceful as the stone they call home.
- Darkvision. You have Darkvision with a range of 120 feet.
- Deep Gnome Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
3rd level
- Gift of the Svirfneblin. You can cast the Nondetection spell, without requiring a material component. Once you cast the spell with this trait, you can’t cast the spell with it again until you finish a long rest. You can also use any spell slots you have to cast the spell.
5th level
- Magic veil. You can cast the Blur spell, without requiring a material component. Once you cast the spell with this trait, you can’t cast the spell with it again until you finish a long rest. You can also use any spell slots you have to cast the spell.
