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       #Post#: 799--------------------------------------------------
       Gnome
       By: Rognvaldr Date: April 24, 2015, 8:00 pm
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       Gnome
  HTML https://i.warosu.org/data/tg/img/0297/01/1390398946099.jpg
       Your gnome character has certain characteristics in common with
       all other gnomes.
       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.
       Alignment. Gnomes are most often good. Those who tend toward law
       are sages, engineers, researchers, scholars, investigators, or
       inventors. Those w ho tend toward chaos are minstrels,
       tricksters, wanderers, or fanciful jewelers. Gnomes are
       good-hearted, and
       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.
       Darkvision. Accustomed to life underground, you have superior
       vision in dark and dim conditions. You can see in dim light
       within 60 feet o f you as if it w ere bright light, and in
       darkness as if it were dim light. You can't discern color in
       darkness, only shades o f gray.
       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.
       The Gnomish language, which uses the Dwarvish script, is
       renowned for its technical treatises and its catalogs o f
       knowledge about the natural world.
       Subrace. Two subraces of gnomes are found among the worlds o f
       D&D: forest gnomes and rock gnomes. Choose one of these
       subraces.
       Forest Gnome
       As a forest gnome, you have a natural knack for illusion and
       inherent quickness and stealth. In the worlds of D&D, forest
       gnomes are rare and secretive. They gather in hidden communities
       in sylvan forests, using illusions and trickery to conceal
       themselves from threats or to mask their escape should they be
       detected. Forest gnomes tend to be friendly with other
       good-spirited woodland folk, and they regard elves and good fey
       as their most important allies. These gnomes also befriend small
       forest animals and rely on them for information about threats
       that might prowl their lands.
       Ability Score Increase. Your Dexterity score increases by 1.
       Natural Illusionist. You know the minor illusion cantrip.
       Intelligence is your spellcasting ability for it.
       Speak with Small Beasts. Through sounds and gestures, you can
       communicate simple ideas with Small or smaller beasts. Forest
       gnomes love animals and often keep squirrels, badgers, rabbits,
       moles, woodpeckers, and other creatures as beloved pets.
       Rock Gnome
       
       As a rock gnome, you have a natural inventiveness and hardiness
       beyond that o f other gnomes. Most gnomes in the worlds o f D&D
       are rock gnomes, including the tinker gnomes o f the Dragonlance
       setting.
       Ability Score Increase. Your Constitution score increases by 1.
       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 o f 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
       o f 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 o
       f 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 m oves 5 feet across the ground on
       each o f 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
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