\section{Gnome}\label{gnome}

A constant hum of busy activity pervades the warrens and neighborhoods
where gnomes form their closeknit communities. Louder sounds punctuate
the hum: a crunch of grinding gears here, a minor explosion there, a
yelp of surprise or triumph, and especially bursts of laughter. Gnomes
take delight in life, enjoying every moment of invention, exploration,
investigation, creation, and play.

\subsection{Vibrant Expression}\label{vibrant-expression}

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.

\subsection{Delighted Dedication}\label{delighted-dedication}

As far as gnomes are concerned, being alive is a wonderful thing, and
they squeeze every ounce of enjoyment out of their three to five
centuries of life. Humans might wonder about getting bored over the
course of such along life, and elves take plenty of time to savor the
beauties of the world in their long years, but gnomes seem to worry that
even with all that time, they can't get in enough of the things they
want to do and see.

Gnomes speak as if they can't get the thoughts out of their heads fast
enough. Even as they offer ideas and opinion son 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, th
ey're just as dedicated to the more serious tasks they undertake. Many
gnomes are skilled engineers, 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.

\subsection{Bright Burrows}\label{bright-burrows}

Gnomes make their homes in hilly, wooded lands. They live underground
but get more fresh air than dwarves do, enjoying the natural, living
world on the surface whenever they can. Their homes are well hidden by
both clever construction and simple illusions. Welcome visitors are
quickly ushered into the bright, warm burrows. Those who are not welcome
are unlikely to find the burrow sin the first place. Gnomes who settle
inhuman lands are commonly gem cutters, engineers, sages, or tinkers.
Some human families retain gnome tutors, ensuring that their pupils
enjoy a mix of serious learning and delighted enjoyment. A gnome might
tutor several generations of a single human family over the course of
his or her long life.

\subsection{Always Appreciative}\label{always-appreciative}

It's rare fora gnome to be hostile or malicious unless he or she has
suffered a grievous injury. Gnomes know that most races don't share
their sense of humor, but they enjoy anyone's company just as they enjoy
everything else they set out to do.

\subsection{Gnome Names}\label{gnome-names}

Gnomes love names, and most have half a dozen or so. A gnome's mother,
father, clan elder, aunts, and uncles each give the gnome a name, and
various nicknames from just about everyone else might or might not stick
overtime. Gnome names are typically variants on the names of ancestors
or distant relatives, though some are purely new inventions. When
dealing with humans and others who are ``stuffy'' about names, a gnome
learns to use no more than three names: a personal name, a clan name,
and a nickname, choosing the one in each category that's the most fun to
say.

\textbf{Male Names:} Alston, Alvyn, B odd ynock, Brocc, Burgell, Dim
ble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, K ellen,
Nam foodle, Orryn, Roondar, See bo, Sindri, Warryn, Wrenn, Zoo k

\textbf{Female Names:} Bimpnottin, Breena, Caramip, Carlin, Donella,
Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla,
Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Sham il, Tana, Waywocket, Zanna

\textbf{Clan Names:} Beren, Daergel, Folkor, Garrick, Nackle, Murnig,
Ningel, Raulnor, Schep pen, Timbers, Turen

\textbf{Nicknames:} A leslosh, Ashhearth, Badger, Cloak, Doublelock,
Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck

\subsection{Seeing the World}\label{seeing-the-world}

Curious and impulsive, gnomes might take up adventuring as away to
seethe world or for the love of exploring. As lovers of gem sand other
fine items, some gnomes take to adventuring as a quick, if dangerous,
path to wealth. Regardless of what spurs them to adventure, gnomes who
adopt this way of life eke as much enjoyment out of it as they do out of
any other activity they undertake, sometimes to the great annoyance of
their adventuring companions.

\subsection{Gnome Traits}\label{gnome-traits}

Your gnome character has certain characteristics in common with all
other gnomes.

\textbf{Ability Score Increase.} Your Intelligence score increases by 2.

\textbf{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.

\textbf{Alignment.} Gnomes are most often good. Those who tend toward
law are sages, engineers, researchers, scholars, investigators, or
inventors. Those who tend toward chaos are minstrels, tricksters,
wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the
tricksters among them are more playful than vicious.

\textbf{Size.} Gnomes are between 3 and 4 feet tall and average about 40
pounds. Your size is Small.

\textbf{Speed.} Your base walking speed is 25 feet.

\textbf{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.

\textbf{Gnome Cunning.} You have advantage on all Intelligence, Wisdom,
and Charisma saving throws against magic.

\textbf{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.

\subsection{Subraces}\label{subraces}

Two subraces of gnomes are found among the worlds of D\&D: forest gnomes
and rock gnomes. Choose one of these subraces.

\subsubsection{Forest Gnome}\label{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.

\textbf{Ability Score Increase.} Your Dexterity score increases by 1.

\textbf{Natural Illusionist.} You know the minor illusion cantrip.
Intelligence is your spellcasting ability for it.

\textbf{Speak with Small Beasts.} Through sound sand 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.

\subsubsection{Rock Gnome}\label{rock-gnome}

As a rock gnome, you have a natural inventiveness and hardiness beyond
that of other gnomes. Most gnomes in the worlds of D\&D are rock gnomes,
including the tinker gnomes of the Dragon lance setting.

\textbf{Ability Score Increase.} Your Constitution score increases by 1.

\textbf{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.

\textbf{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:

\emph{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.

\emph{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.

\emph{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.

\subsection{Deep Gnomes}\label{deep-gnomes}

A third subrace of gnomes, the deep gnomes (or svirfneblin), live in
small communities scattered in the Underdark. Unlike the duergar and the
drow, svirfneblin areas good as their surface cousins. However, their
humor and enthusiasm are dampened by their oppressive environment, and
their inventive expertise is directed mostly toward stonework.
