Nome

Nomes are the inhabitants of Nomevale, a massive underground region below the Land of Ev. Nomes appear as short, rock-like beings. A vast cave extends for miles and miles under the mountain, and in every direction are furnaces and forges glowing brightly and nomes hammering upon precious metals or polishing gleaming jewels. All around the walls of the cave are thousands of doors of silver and gold, built into the solid rock, and these extend in rows far away into the distance, as far as the eye can follow them.

In some places are great furnaces, where gold dust is melted into bricks. In other rooms workmen fashion the gold into various articles and ornaments. In one cavern immense wheels revolve which polish precious gems, and there are many caverns used as storerooms, where treasure of every sort is piled high. There are also barracks of the army and great kitchens.

Nomes enjoy order above all things and are highly tolerant of abuse; this allows them to be ruled by some awful tyrants.

Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Alignment. Most nomes are lawful, with a tendency towards evil. They can be surprisingly disciplined if called to task by their leader.
  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim 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.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Egg Vulnerability. Eggs are lethal to nomes. If you are struck by an egg, you must succeed on a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, you are poisoned for 1 minute. You can repeat the saving throw at the end of your turn, ending the effect on a successful save.
  • Languages. You can speak, read, and write Common, Dwarvish, and Terran.
  • Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
  • Nome Combat Training. You have proficiency with the spear, battleaxe, and short sword.
  • Speed. You have a climb speed of 25 feet.
  • Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
  • Taunt. Nomes are naturally skilled at perceiving and taking advantage of the psychological weaknesses of their enemies (and sometimes their friends). As an action, you can force a target within 30 feet who can hear you and understand your language to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target cannot take reactions until the beginning of their next turn and gains disadvantage on the next attack roll or ability check they make before the end of their next turn. The creature may also target the nome with its next attack, either physical or verbal. A creature who fails their save gains advantage on subsequent saves against this ability until they take a long rest.
Section 15: Copyright Notice

5E RPG: Species of the Multiverse. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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