Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 200 years on average, but it’s not too uncommon for them to reach 250 years of age.

Alignment. Gnomes tend to revel in mischief and disrupting the order of things, depending on their inclination. They tend towards Chaotic natures.

Creature Type. You are a Humanoid

Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Languages. You can read, speak, and write Dwarvish, Gnomish, and one other language that you and your DM are appropriate for your character.

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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Artificer’s Lore. Whenever you make an Intelligence check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Mechanically Inclined. You know the Mending and Guidance cantrips. You also learn the Identify spell, and can cast it once per long rest without using a spell slot or needing material components. When you reach third level, you can cast Enhance Ability once per long rest without using a spell slot. When you reach seventh level, you can cast Fabricate once per long rest without expending a spell slot. Intelligence is your spellcasting ability for these spells. You can also cast any of these spells using any spell slots you have of the appropriate level.

Tinker. You have proficiency with artisan tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

  • Portable Cauldron. This device allows may chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

  • Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

  • Calculator. This device makes doing sums easy.

  • Timekeeper. This pocket watch keeps accurate time.

  • Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

  • Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

  • At your DM’s discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Gnomish Fixation. Once per long rest, you can roll a number of d4 equal to your proficiency bonus. Then, you may select any one fixation with a roll value equal to or less than the amount you rolled. Any unused uses of your fixation are lost after your next long rest.

RollFixation
2Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus.
3Security. You can cast the Alarm spell without expending a spell slot a number of times equal to your proficiency bonus.
4Lubrication. You can cast the Grease spell without expending a spell slot a number of times equal to your proficiency bonus.
5Trapping. You can cast the Snare spell without expending a spell slot a number of times equal to your proficiency bonus.
6Kinetics. You can cast the Catapult spell without expending a spell slot a number of times equal to your proficiency bonus.
7Gravity. You can cast the Levitate spell without expending a spell slot a number of times equal to your proficiency bonus.
8Vortexes. You can cast the Vortex Warp spell without expending a spell slot a number of times equal to your proficiency bonus.
9Dimensions. You can cast the Rope Trick spell without expending a spell slot a number of times equal to your proficiency bonus.
10Planes. You can cast the Blink spell without expending a spell slot a number of times equal to your proficiency bonus.
11Servitors. You can cast the Tiny Servant spell without expending a spell slot a number of times equal to your proficiency bonus.
12Storage. You can cast the Leomund’s Secret Chest spell once without using a spell slot. When you do so, you may instantly produce the exquisite chest and its replica as part of the casting of this spell.
13Constructs. You can cast the Summon Construct spell without expending a spell slot a number of times equal to one-half of your proficiency bonus, rounded down.
14Spheres. You can cast the Otiluke’s Resilient Sphere spell without expending a spell slot a number of times equal to one-half of your proficiency bonus, rounded down.
15Animation. You can cast the Animate Objects spell without expending a spell slot a number of times equal to one-half of your proficiency bonus, rounded down.
16Creation. You can cast the Creation spell without expending a spell slot a number of times equal to one-half of your proficiency bonus, rounded down.
17Derivation. You can cast the Create Homunculus spell once without expending a spell slot.
18Transmogrification. You can cast the Magic Jar spell once without expending a spell slot.
19Unification. You can cast the Tether Essence spell once without expending a spell slot.
20Replication. You can cast the Simulacrum spell once without expending a spell slot.
21Duplication. You can cast the Clone spell once without expending a spell slot.
22Evacuation. You can cast the Demiplane spell once without expending a spell slot.
23Transformation. You can cast the True Polymorph spell once without expending a spell slot.
24Manifestation. You can cast the Wish spell once without expending a spell slot.