Gnome

From Player's Handbook, page 35; Sword Coast Adventurer's Guide, page 115; Elemental Evil Player's Companion, page 5; Mordenkainen's Tome of Foes, page 113; Eberron: Rising From the Last War, page 47; and Wayfinder's Guide to Eberron, page 103.

Traits
(Player's Handbook, page 35)

Your gnome character has certain characteristics in common with all other gnomes.


 * Ability Score Increase: Your Intelligence score increases by 2.
 * Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
 * Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
 * Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Your height is 2'11" with a modifier of +2d4. Your weight is 35 lbs. with a modifier of +(height roll) x 1.
 * Speed: Your base walking speed is 25 feet.
 * 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 saving throws against magic.
 * Languages: You can speak, read, and write Common and Gnomish.
 * Subrace: Choose one of several subraces for your character.

Forest Gnome
(Player's Handbook, page 35)


 * Ability Score Improvement: Your Dexterity score increases by 1.
 * Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
 * Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnome
(Player's Handbook, page 35)


 * Ability Score Improvement: Your Constitution score increases by 1.
 * 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.
 * Tinker: You have proficiency with artisan's 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.

Deep Gnome
(Sword Coast Adventurer's Guide, page 115; Elemental Evil Player's Companion, page 5; Mordenkainen's Tome of Foes, page 113)


 * Ability Score Improvement: Your Dexterity score increases by 1.
 * Superior Darkvision: Your darkvision has a radius of 120 feet.
 * Extra Language: You can speak, read, and write Undercommon.
 * Stone Camouflage: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Mark of Scribing
(Eberron: Rising From the Last War, page 47)

This subrace is designed for Eberron settings. Check with your DM before using it in other settings.


 * Ability Score Improvement: Your Charisma score increases by 1.
 * Gifted Scribe: When you make a History or calligrapher's supplies check, you can roll a d4 and add the number rolled to the ability check.
 * Scribe's Insight: You know the Message cantrip. You can also cast Comprehend Languages once with this trait, and you regain the ability to do so when you finish a short or long rest. Starting at 3rd level, you can cast the Magic Mouth spell once with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
 * Spells of the Mark: If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.

Wayfinder's Guide to Eberron
Consult your DM before using this version. It is usually considered unofficial and invalid due to updated material.


 * Ability Score Improvement: Your Charisma score increases by 1.
 * Gifted Scribe: You are proficient with calligrapher's supplies and forgery kits. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
 * Scribe's Insight: You can cast Comprehend Languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it.
 * Whispering Wind: You know the Message cantrip. Intelligence is your spellcasting ability for this trait.
 * Extra Language: You can speak, read, and write one extra language of your choice.