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Gnome

Species • WC5E

Gnome Species

Magical race of tinkers who live in their mechanical underground cities

Type: Humanoid

Size: Small

Movement: 25 ft.

Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance, submarines and flying machines, to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. The gnomes had a city, Gnomeregan, built into Ironforge Mountain. But invading troggs destroyed it and slaughtered its citizens.

Many survivors moved into Khaz Modan and now live with the Dun Morogh dwarves, and a few traveled with their dwarven friends to Kalimdor.

The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan.

Gnome Lineages

Gnomeregan Gnome

As a gnome, you are born with a brilliant mind and cheerful disposition. However, these gnome have suffered treachery, displacement, and near-genocide. It is their remarkable optimism in the face of such calmity that symbolizes their truly unshakable spirit.

Mechagnome

As a mechagnome, you come from a branch of the gnomish race that have lived in isolation for years, tirelessly enhancing their own bodies and minds. These gnomes share a lot of qualities with their gnomish cousins, however, they are more cautious in their tinkering, knowing the ruin it brings.

Gnome Traits

As a Gnome, you have these special traits.

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.

Escape Artist

You can take the Disengage or Dodge action as a bonus action on each of your turns.

Gnomeregan Gnome Traits

Expansive Mind

You can add half your proficiency bonus to any Intelligence ability check you make that doesn’t already include your proficiency bonus.

Gnomish Tinkering

You have proficiency with the Artisan’s Tools (Tinker’s Tools). Using those tools, you can spend 1 hour and 10 GP worth of materials to construct a Tiny Device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour maintaining it; can be done as part of a short or long rest), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can maintain up to three such devices.

When you create a device, choose an effect from the Druidcraft, Prestidigitation, or Thaumaturgy cantrips (for example, increase the volume of your voice or clean an object). A character can use their Action to activate a device and produce the effect chosen for it.

Mechagnome Traits

Mechanical Improvements

Your body has been altered and enhanced with mechanical marvels. You choose one improvement now and a second improvement at 5th level.

Emergency Failsafe. You can use your action to restore a number of hit points to yourself equal to your level plus your Constitution modifier. You can also use this feature at the beginning of your turn if you are unconscious (no action required). Once you use this feature, you can’t use it again until you finish a long rest.

Enhanced Vision. Your eyes have been replaced by lenses. 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.

Mechanical Legs. Your legs have been replaced by mechanical contraptions. Your base movement speed increases to 30 feet. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Mecha-arms. Your arms have been replaced by sturdier limbs and hands. Your unarmed strike deals 1d6 bludgeoning damage. In addition, you gain proficiency with one Artisan’s Tools of your choice and have incorporated its necessary tools into your mechanical arms, allowing you to don or doff the artisan’s tool as an action.

Metallurgic Resilience. Your torso, arms, and legs have been replaced with simple and functional mechanical counterparts. When you aren’t wearing armor, your AC is 13 plus your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.