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===5e=== With their long history, it goes without saying that Svirfneblin as a gnomish subrace were a shoe-in for the ''Elemental Evil Player's Guide'', and subsequently were reprinted in the Forgotten Realms' ''Sword Coast Adventurer's Guide''. They are unique amongst the playable races of 5e so far in that they compensate for their traditional abundance of magical powers by delegating most of their spell-like abilities to a racial feat. This is a trait 5e has yet to reuse for other, similarly "extra strong" races. ::Ability Score Modifiers: +2 Intelligence (from Gnome), +1 Dexterity (from Svirfneblin) ::Size: Small (from Gnome) ::Speed: 25 feet (from Gnome) ::Vision: Superior Darkvision - 120 feet (from Svirfneblin) ::Gnome Cunning: Advantage on all Int, Wis and Cha saving throws against magic (from gnome). ::Stone Camouflage: Advantage on Dexterity (Stealth) checks in rocky terrain (from Svirfneblin). :::* Feat: Svirfneblin Magic :::Requires: Gnome race and Svirfneblin subrace :::Effect: You can cast Nondetection on yourself at-will. You can also cast each of the following spells once with this trait and must then complete a long rest before you can cast them again: Blindness/Deafness, Blur, and Disguise Self. All spells cast with this feat key off of your Intelligence. ''Mordekainen's Monsters of the Multiverse'' had oddly split the Svirfneblin from the general gnomish race into a separate race, as had happened to the [[Eladrin]] and [[Duergar]], and renamed them into the easier to pronounce Deep Gnomes. For the most part, it was unchanged aside from the stat boosts being fixed to the Tasha's paradigm (+2/+1 to two stats or +1 to three) as well as making the Advantage on Stealth being effective on any circumstance in exchange for having a limited number of uses per day. In addition, the Deep Gnomes have innate spells for Nondetection and Disguise Self without needing to blow a feat. {{D&D2e-Races}} {{D&D5e-Races}} {{Pathfinder-Races}}
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