- 1 Overview
- 2 Ancestry Feats
Long ago, early gnome ancestors migrated from the realm of the fey. While it’s unclear why the first gnomes wandered to , their origin manifests in modern gnomes’ bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naiveté. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.
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—the Bleaching—strikes gnomes who fail to dream, innovate, and take in new experiences as their progenitors did every hour of every day in the First World. The Bleaching slowly drains the literal color from gnomes, and it plunges the affected into states of deep depression that eventually claim their lives. Only a very few gnomes survive this scourge, becoming deeply morose and wise survivors.
Most gnomes stand just over 3 feet tall and weigh little more than a young human child. Gnomes reach physical adulthood around the age of 18, though many retain a childlike curiosity even into adulthood. Gnomes rarely live longer than 400 years.
Though they all trace their ancestry to the First World, gnomes otherwise have little culture they point to as their own. Instead, gnomes tend to pick and choose cultural practices of the region in which they live. Gnomes claim no nation in its entirety, and as a people they wouldn’t know what to do with such a state if one existed. Most gnomes consider adventure not a choice but a necessity, and gnome adventurers often collect mementos during their travels that allow them to relive their most exciting stories.
Gnomes eschew order, and therefore most worship deities who value individuality and nature.
Hit Points 8 | Size Small | Speed 20 feet
At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Draconic, Dwarven, Elven, Goblin, Jotun, or Orcish.
You can see in dim light as though it were bright light.
Some background options make particularly good choices for gnomes. Consider the entertainer background if you grew up in front of a crowd, the merchant background if you were raised in a family business, or the nomad background if you traveled from place to place with your kin. In addition, the animal whisperer, barkeep, and farmhand backgrounds are all applicable to the gnome lifestyle.
When deciding on a class, note that gnomes’ connection to the natural world makes them suitable rangers or druids.
While gnomes are not often physically strong, they are often gifted with magic, especially magic that originates from the world of the fey, making them excellent bards and sorcerers.
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a gnome, you select from among the following ancestry feats.
Animal Accomplice Feat 1
A rapport develops between you and an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.
Animal Speaker Feat 1
You recognize the chittering of ground creatures as a language of its own. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.
Animal Whisperer Feat 5
Prerequisite(s): Animal Speaker
You hear the sounds of animals as conversations instead of unintelligent noise. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus on Diplomacy checks to Make an Impression on animals.
Discerning Smell Feat 1
You can smell and taste all sorts of exotic flavors that are too nuanced for a human palate. You gain a +2 circumstance bonus to sense an unseen creature that is close enough for you to smell (typically within 30 feet, though halve the distance if you are upwind and double the distance if you are downwind).
Fey Fellowship Feat 1
Your fey origins afford you a warmer reception from creatures of the world of the fey as well as tools to foil their tricks. Against fey creatures, you gain a +1 circumstance bonus to Diplomacy checks, Perception checks, and saving throws.
Fey World Magic Feat 1
Choose one cantrip from the primal spell list. You can cast this spell as an innate primal spell at will.
The cantrip is heightened to a spell level equal to half your level rounded up.
Illusion Sense Feat 1
Your ancestors spent their days cloaked and cradled in illusions, and sensing this magic is second nature to you. You gain a +1 circumstance bonus to Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, you can attempt a single Perception check to disbelieve it, even without spending an action to interact with it in some way.
Obsessive Feat 1
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a category of the Lore skill. You are trained in that skill. At 2nd level you become an expert, at 7th level you become a master, and at 15th level you become legendary.
Weapon Familiarity (Gnome) Feat 1
You favor unusual weapons tied to your people, such as blades with curved and unusual shapes. You are trained with glaives and kukris.
In addition, you gain access to all uncommon gnome weapons.
For the purpose of proficiencies, you treat martial gnome weapons as simple weapons and exotic gnome weapons as martial weapons.
Weapon Innovator (Gnome) Feat 5
Prerequisite(s): Weapon Familiarity (Gnome)
You produce outstanding results when wielding unusual weapons.
Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s critical specialization effect.