Gnomes
Gnomes are quiet inheritors of the old magic; not shaped by it, but woven into it. They are seldom seen and rarely understood, mistaken by many for tricksters or curiosities. But beneath their whimsy lies a deep and steady wisdom, cultivated over generations lived close to the roots of the world. They are listeners, not leaders; caretakers, not conquerors. Where others carve kingdoms, gnomes tend to places the world forgot, and help them remember.
Most dwell in scattered woodland enclaves, cliffside hollows, and hidden groves where animals speak plainly and trees remember names. Though they are not bound to any one region, they are most often found in untouched places — places where the veil between magic and memory is still thin. Many outsiders attribute their magic to fey blood, but gnomes simply say, “We stayed quiet long enough to hear how the world sings.”
Identity and Culture
Forest gnomes are small and spry, with warm-toned skin ranging from fair to sun-kissed tan. Their hair grows thick and expressive, often in curls or tangles, and comes in shades of chestnut, auburn, blonde, and even soft green. Their eyes are large and bright — brown, hazel, green, or violet — always full of curiosity or quiet cleverness. They dress simply, often in soft greens, browns, and faded reds, stitched from linen, wool, or plant-based fiber, adorned with tiny charms, feathers, or pressed leaves.
They live in secluded forest glades, hidden hollows, and root-connected villages, often invisible to outsiders without invitation. Gnome culture values storytelling, illusion, herbal lore, and practical enchantment. They are slow to trust, but generous once bonds are formed, often serving as stewards of sacred places, keepers of druidic memory, or go-betweens for animals and mortals. Their flaw is subtle: a deep-seated preference for watching over acting. Gnomes will often wait, hoping the forest will correct what others break, even when it won’t.
Legacy in Eldareth
Forest gnomes do not rule, but they endure. They are the whisper that calms the storm, the ward that turns the curse, the unseen hand that steadies the stone. In every era, they have stood at the edge of the wild and reminded the world what it risks forgetting.
They are not loud. They are not proud.
But they are present — always where they are most needed.
Gnome Traits
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts. You have advantage on all Charisma checks you make to influence them.
Natural Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Children of the Woods. You know the Druidcraft Cantrip.
Starting at 3rd level, you can cast the Entangle spell once per long rest. Starting at 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required.
Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.