Signup

Gnomes are a small and rarely seen people whose oldest communities are found in secluded woodland regions. Illusion magic, herbalism, storytelling, and detailed knowledge of the surrounding land remain important parts of life in many of these settlements.

Outsiders sometimes mistake gnomes for fey, partly because their homes can be difficult to find and their magic resembles enchantments associated with older woodland traditions. Gnomes generally regard these practices as skills developed and passed down through generations of living in the same places.

Most communities remain well away from large towns and major roads. Some have occupied the same forests and valleys for centuries, maintaining relationships with nearby settlements while keeping the location of their homes relatively private.

Identity and Culture

Gnomes are small and lightly built, with skin ranging from fair to warm tan. Their hair is often thick or curly, while their eyes tend to be large and expressive.

Clothing is usually practical and suited to the local climate. Small keepsakes are common, particularly objects connected to relatives, friendships, journeys, or events important to the family.

Gnome settlements are usually built to fit closely into their surroundings. Homes may be constructed beneath large roots, within hillsides, or among natural stone formations. Paths and entrances are sometimes concealed with illusion magic, making a settlement easy to pass without realizing anyone lives nearby.

These illusions are used for practical purposes rather than decoration alone. They may conceal homes, redirect unfamiliar travelers away from dangerous ground, signal that someone has crossed a boundary, or discourage animals and unwanted visitors without harming them.

Storytelling is an important way of preserving family history and knowledge about the surrounding region. Accounts of changing trails, useful plants, local wildlife, old agreements, and unusual magical events may be passed down alongside more personal family stories.

Many gnomes develop extensive knowledge of local plants and animals. Healers and herbalists are common in established communities, while others take responsibility for particular groves, waterways, or other places that require regular care.

Gnome communities can be cautious around outsiders, especially when nearby forests have previously been damaged through logging, mining, settlement, or careless use of magic. Trust is usually built through repeated contact rather than a single meeting.

That caution can sometimes delay action when a problem first appears beyond the boundaries of the settlement. Communities that have spent generations avoiding unnecessary involvement with outsiders may disagree over when a distant threat has become something they can no longer ignore.

Gnomes Across Eldareth

Gnomes have rarely organized themselves into large kingdoms or centralized states. Most of their recorded history instead belongs to individual settlements, families, and the regions they have inhabited.

Some communities have cared for the same woodland areas for generations. Their long familiarity with these places has allowed them to preserve herbal knowledge, local histories, and forms of illusion or protective magic that are no longer widely practiced elsewhere.

Druids, herbalists, and scholars occasionally seek out gnome communities for this knowledge, though access is rarely guaranteed. Communities with established relationships to nearby settlements are usually more willing to exchange information than those with a history of unwanted intrusion.

Gnomish influence can also be found beyond their own settlements. Herbal remedies, folk stories, and simple protective enchantments used in neighboring villages sometimes have their origins in gnome traditions.

Gnomes remain uncommon across most of Eldareth. Their communities tend to be small and widely separated, with each preserving traditions shaped by the particular forest, valley, or region in which it developed.

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.