1. Races

Tinker Gnome

Humanoid

Most of the gnomes encountered by the people of Iralas are likely to be Tinker Gnomes. In most cases, the word 'tinker' is not even added when speaking of this group; they are simply referred to as 'gnomes'.

The 'tinker' part comes from a strange affliction affecting a small subset of gnomes, known as the Drive. The Drive is a period of intense inspiration, focus, and obsession, during which the curious nature of the gnome is amplified a hundredfold.

The Drive can only be cured by either completing what the gnome would consider their Masterwork. This can be of a varied nature, be it arcane, exploratory, inventive, or scientific.

This Drive has led to many great inventions, however, it has led to an innumerably larger number of untimely deaths, be it by failed experiments, magic gone wrong, or an expedition to a dangerous part of the world.

They are believed to be a distant cousin of the Forest Gnomes. The origin of the Drive is a subject of much speculation (and, ironically, a distinct topic for many gnomes to obsess over).

Besides the Drive, Tinker Gnomes are known to value a fine eye for detail. This makes them capable bankers, cartographers, jewelers, and wizards.

Ancestral Traits

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. Your speed is 25 ft.

Darkvision. Thanks to your gnomish blood, 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.

Cultural Traits

Ability Scores. Gnomish culture, as found all over Iralas, tends to value inventiveness and creativity. Your Intelligence increases by 2, and your Wisdom by 1.

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. 

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.

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:

  • 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.