Gnome, Variant (5e Race Variant)

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Variant Gnome[edit]

A variant gnome who, like the variant human, starts with a feat. All the gnome's traits are replaced with the following traits.

Abilities. Your Dexterity or Constitution score increases by 1, and your Intelligence score increases by 2.

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.

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

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 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim light 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.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

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.

Salt Gnome Subrace[edit]

Salt gnomes are especially community minded gnomes that live in seafaring and coastal communities. They are a hardy, practical folk, though they still frequently have a knack for inventiveness like their rock gnome cousins. Choose one or both of the following traits, which replace traits of the variant gnome.

Salt Gnome Weapon Training. As a salt gnome, you make your living off the sea, whether by fishing, sailing, or buccaneering. Growing up as a fisherman and sailor has given you specialized experience with swashbuckling and fisherman's weapons. You no longer gain proficiency in a skill of your choice. Instead, you have proficiency with cutlasses (scimitars), rapiers, tridents, and nets.

Helpful. Generations of living above ground near the sea has caused the loss of your gnomish darkvision. However, on the open ocean, everyone needs to work together to survive. You no longer have darkvision. Instead, you know the guidance cantrip. Intelligence is your spellcasting ability for it.


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