Gnome
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Ability Score Increase. You may increase one ability score by 2, and a different ability score by 1. This bonus cannot allow one of your scores to exceed 20.
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 350 years on average, but it's not too uncommon for them to reach 500 years of age.
Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.
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.
Low Light Vision. Accustomed to life in forests and making home burrowed just beneath the surface of the ground, you have adjusted to vision in very dim conditions where some light is still present. You can see in dim light within 40 feet of you as if it were bright light.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Languages. You can read, speak, and write Common and Gnomish.
Gnome Ancestry
Some variation between gnomes exist, as some live within the forest, burrowing into tree trunks for homes, while others dwell deep within the Underdark. Choose one of the following types of gnome listed below, which determines which extra abilities you are granted.
Forest Gnome
As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. Forest gnomes are rare and secretive, they gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Rock Gnome
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Rock gnomes typically live within cities and towns, although some still burrow and live within caves. Rock gnomes are known for their inventiveness and tinkering instead of trickery and hijinks like the forest gnomes.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
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.
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.
Deep Gnome
Deep gnomes are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. Deep gnomes generally have grey skin and white hair.
Darkvision. Accustomed to the complete lack of sunlight in the Underdark, you can see in dim light within 40 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
Deep Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Deep. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Auto Gnome
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own. An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Like gnomes, autognomes can live for centuries, typically up to 500 years without tuning.
Creature Type. You are a Construct.
Built for Success. 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, and you regain all expended uses when you finish a long rest.
Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
Sentry's Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.