The gnomes and gnomish culture were extremely prevalent during the time of the ancient civilization. There wasn't a village street or a city block where the sound of gears grinding, minor explosions, and yelps of surprise were mixed in with bursts of laughter and joy. The gnomes were responsible for many of the great innovations and inventions of the time. After the reemergence the ruins of the Tower to the far east and the Sky's Corridor on a remote island off the east coast of the great forest still stand as a testament to their work.


Rock Gnomes

The rock gnomes are more closely related to their ancestors than their cousins the forest gnomes. They have a natural curiosity towards technology and seek to find ways to better improve the lives of those in their communities. Their natural inventiveness leads them to become alchemists and tinkerers, seeking ways to use the resources around them in new ways.


Forest Gnomes

Descendants of a community of rock gnomes that inadvertently teleported themselves to the beast lands while experimenting during the ancient civilization. Unable to find a way back to the material plane the rock gnomes slowly adapted to their new environment. By the time they had returned to the Old World, generations had passed. The forest gnomes, as they were now called, had taken up residence in the Verdant Hills. Preferring to live in nature than in  the  bustling cities like their kin, the forest gnomes are more than happy to help their rock gnomish kin in their search to understand how nature works and how to manipulate it. They tend to be good friends with good-spirited woodland folk, aiding them in their endeavors. Forest gnomes make great scouts for the Hunters Guild and Elder Dragon Observation Team due to their ability to befriend small woodland animals. Using these animals the forest gnomes are able to relay information about threats that might prowl their lands.


A gnome's energy and enthusiasm for living shines through every inch 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.

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

Gnomes - Traits

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.

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.

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 ft.

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.

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

Languages. You can speak, read, and write Common and one language of your choice, likely Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Variant Feature (Choose 1)

Forest Affinity. 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.You also know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Tinker's Affinity. 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. You also have proficiency with 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:

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.

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 end or when it is closed.