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===3rd Party Settings=== ;[[World of Farland]] In addition to the standard Rock and Forest Gnome subraces, which here are called ''Tunnel Gnomes'' and ''Sun Gnomes'', the gnomes of the [[World of Farland]] have three unique subraces. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> '''Crown Gnomes''' are the traditional leadership cast of the gnomish race, and reputed to have [[dwarf]] blood. They appear in both the Player's Guide and the historical "War of the Immortals" subsetting, with the following stats: ::Ability Score Increase: +1 Wisdom ::Born Leader: You are Proficient in Persuasion and can cast the Friends cantrip using Wisdom as your spellcasting ability score. '''Fairy Gnomes''' are the distant ancestors of the Sun Gnomes, and have presumably gone extinct in the modern era. They were noted for sometimes having minor animal features, such as tails or ears. ::Ability Score Increase: +1 Charisma ::Fairy Magic: After completing a long rest, select one Cantrip from the [[Bard]] spell list. You can use that Cantrip until you next complete a long rest, using Charisma as your spellcasting ability score. ::Forest Camouflage: You have Advantage on Stealth checks in forested terrain. '''Snow Gnomes''' descend from gnomes driven from their homeland who fled to the arctic wasteland of Cadocia, where they have concealed themselves behind layers of protective illusions and basically adopted a "the whole world is out to get us!" mentality that has kept them in isolation for centuries. ::Ability Score Increase: +1 Charisma ::Inured to Cold: You have Resistance to Cold damage. ::Smooth Talker: You have Proficiency in the Bluff skill. ::Illusion-wise: You have Advantage on saving throws and checks relating to illusions. </div></div> ;[[Midgard]] The Gnomes of Midgard are essentially the [[Nentir Vale]] gnomes, but turned up a couple of notches. The bulk of gnomekind lives in the Shadow World and serves the [[Shadow Fey]] - one of the minor power blocs of that plane is even a cabal of blue-haired gnome courtier-assassins... who are also cannibals, for some reason. In the material world, the bulk of gnomekind dwell in the Wormwood, divided between nine towns called the Niemheims, trying desperately to pretend that everything is okay. But it's not. Y'see, these gnomes used to serve a particularly powerful [[Archfey]]; the [[Hag|Ur-Hag]], [[Baba Yaga]]. But then they broke their covenant with her and so, desperate to avoid being skinned alive, they sold their collective souls to a powerful [[Archdevil]]. Now, to maintain this ''new'' contract that keeps them safe from Baba Yaga's wrath, the Niemheimer gnomes offer all manner of unholy sacrifices, including travelers and their own "surplus" kindred, to the Eleven Hells, whilst doing their best to both keep these blood-rites hidden from their neighbors and pretend that nothing wrong is going on here, no siree. Those who wish to leave the Wormwood must craft enchanted chapeaus called "Redcaps" that bear living vestiges of the Wormwood; so long as these miniature forest-hats remain alive, the gnome can safely wander where they please, but if it dies... well, they got a week to get back to the Wormwood before Baba Yaga pinpoints '''exactly''' where they are right now... '''Niemheimer Gnomes''' are found in the Midgard Heroes Handbook and have these racial traits: ::Ability Score Increase: +1 Charisma ::Bewildering Bargainers: You have Advantage on Persuasion checks. ::Known in Hell: You have Proficiency in the Arcana skill and gain Infernal as a bonus language. The Tome of Heroes added two more gnomish subraces. '''Shoal Gnomes''' are basically an adaptation of the Wavecrest Gnomes of 3e; green or brown haired and eyed gnomes with long, webbed fingers and toes and mottled patches or spots on their arms, legs, necks, foreheads and cheeks, shoal gnomes are naturally amphibious and can be found living in temperate to warm coastal waters, where they form close bonds with the local dolphins and sea turtles. ::Ability Score Increase: +1 Charisma ::Amphibious: You cans breathe air and water. ::Swimmer: You have a Swim speed of 25 feet. ::Aquatic Beast Affinity: You can communicate simple ideas to dolphins, sea turtles, and any animals that breathe water. In contrast, '''Wyrd Gnomes''' are a rare mutant strain of gnome that arises spontaneously from the other gnomish races. Marked by always having a blue right eye and a green left eye, wyrd gnomes are natural precogs, with enhanced sensory perception abilities that can see them regarded as either blessed or freaks by their fellows. Whilst they often gather in small communities, especially because proximity to their own kind strengthens their collective powers, the ability doesn't always breed true, so pure wyrd-gnome communes tend to be extremely small and young. ::Ability Score Increase: +1 Wisdom ::Natural Diviners: You have Guidance as a racial cantrip. From 3rd level, you can cast Identify as a racial spell 1/day, and from 5th level you can cast Augury as a racial spell 1/day. All of these spells use Wisdom as their spellcasting ability score. ::Prescience: When you finish a long rest, roll a d20 and note the result down. Before you take your next long rest, you can swap the result of any attack roll, saving throw or ability check you dislike of yourself or a creature within your line of sight with this result. If there are sufficient wyrd gnomes within a half-mile of you when you invoke Prescience, you can add +1 to the stored number, to a maximum of +5. This powerup triggers at 20 wyrd gnomes, and the result must be doubled for each subsequent point - 40 gnomes for +2, 80 gnomes for +3, 160 gnomes for +4 and 320 gnomes for +5.
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