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Gnome

Short, knobby, and exaggerated, gnomes populate weird and dangerous areas teeming with ancient magic.

Ancestral Traits

Age

Gnomes mature to adolescence at the same rate humans do, but don't reach adulthood until their early 40s. Most gnomes live 4 to 5 centuries.

Fragile Souls

When a gnome dies, they take 2 points of Constitution damage. This damage is not recovered as part of a long rest. If a gnome dies from exhaustion, it is as if they died from old age.

Speed

Walk 25 ft.

Size

Small.
Random Height and Weight

You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Base Height Base Weight Height Modifier Weight Modifier

2' 11"

35 lb.

+ 2d4

× 1 lb.

Darkvision

You have superior vision in dark and dim conditions. Within a 60 ft. radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. Areas of darkness inside your Darkvision radius are only lightly obscured as far as you are concerned. You can't discern color in darkness, only shades of gray.

Variant Rule: Low-light Vision

At 1st level, a character with the Darkvision or Superior Darkvision ancestral trait may exchange it for Low-light Vision.

Ancestral Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Earthbound

You are magically in tune with the planet and have increased sensitivity to your relationship with it. As such:

  • You always know which direction is north. Any sudden change of location over one mile suppresses this knowledge for one hour, and sickens (poisons) you for one minute.

  • You always know how far above or deep below sea level you are, accurate to 5 feet. Any sudden change of elevation over four times your movement speed suppresses this knowledge for one minute, and sickens (poisons) you for one round.

  • You always know which direction is up, in relation to the planet. If you find yourself off-planet, you know where the planet is.

While you exist on planes other than the Material, you are sickened (poisoned).

Lucky

When you roll a 1 for an attack roll, ability check, or saving throw, you can reroll the die. Regardless of the outcome, you must use the new roll.

Ancestral Nimbleness

You can move through the space of any creature that is larger than you without difficulty.