5e SRD >Races >Ancestry and Culture: An Alternative to Races >Alternate Ancestries >

Gnome

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

Gnome Names

Example Names: Raymond Thor FairRidge.

Gnome Traits

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Gnomes reach adulthood at the same rate as humans but live much longer. Gnomes can live up to 500 years.
  • Size. Gnomes are much shorter than humans, standing between 3 and 4 feet tall on average. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Languages. You can speak, read, and write Common and Gnomish.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • Fade Away. As a reaction immediately after taking damage, you can become invisible. The invisibility lasts until the end of your next turn, you make an attack, deal damage, cast a spell, or force someone to make a saving throw. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Gnomish Tinkering. You have proficiency with one set of artisan’s tools or tinker’s tools of your choice. Using those tools, you can spend 1 hour and 10 gp worth of raw materials to craft a Tiny device with one of the following properties:
    • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This effect can be turned on or off with an action.
    • The device is able to move on its own. It has a speed of 5 feet and can make a single noise chosen when created. The device has an AC of 5 and 1 hit point.
    • The device can record a message up to 6 seconds long and replay it. A character proficient in tinkerer’s tools can delete a recording and create a new one.
    • As an action, the device can light or snuff out a candle, torch, or small campfire.
    • Can create small, harmless sensory effects, such as a shower of sparks, musical notes, odd odors, and colorful displays.

    A device can only have one of these properties at a time, and you can only have three of these devices at a time. As an action, you can dismantle a device, destroying it and regaining its raw materials. If you create a 4th device, the oldest one ceases to function. At 3rd level, you can cast a 1st level wizard spell of your choice once with this trait and regain the ability to do so when you finish a long rest. At 5th level, you can pick another 1st level wizard spell that you can cast once with this ability, and regain the ability to do so when you finish a long rest. You must have a spellcasting focus, which is the artisan’s tools or tinker’s tools you are proficient with, in hand when you cast any spell with this feature.

    Narratively, you cast these spells using devices you have created.

    • Spriggan Bulk Up. You can cast the enlarge/reduce spell once with this trait, but you can only target yourself, and you can only use the enlarge effect. Once you cast this spell, you can’t cast it again with this trait until you finish a long rest. You don’t require material components for these spells. Intelligence is your spellcasting ability for it.

    Minor Features

    Choose two of the following minor features, or four if you only chose one major feature.

    • Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
    • 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 can’t discern color in darkness, only shades of gray.
    • Fluent. You can speak, read, and write two additional languages of your choice.
    • Illusionist Training. You know the minor illusion cantrip. Intelligence is your spellcasting ability modifier for it.
    • Natural Camouflage. Choose a type of terrain, such as a forest or rocky terrain. You have advantage on Dexterity (Stealth) checks to hide in this terrain.
    • Reactive Stealth. When you roll for initiative, you can immediately make a Dexterity (Stealth) check to hide.
    • Speak with Beasts. You can communicate nonverbally with beasts. You can share simple ideas with the beast, and vice versa.
    • Superior Darkvision (Requires darkvision). Your darkvision increases to 120 feet.
    • Trained Tools. You have proficiency in two tools of your choice.
    Section 15: Copyright Notice

    Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez