Category Archives: gnome

D&D Next: Gnome Homebrew

Here is a homebrew gnome, based largely on the 3rd Edition version. Alternatively I could see a bonus to Intelligence or Charisma.

Traits
As a gnome, you have all the following racial traits.
      Size: Small.
      Speed: 25 feet.
Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows.
Gnome Weapon Training: When you attack with a pick with which you have proficiency, the damage die for that weapon increases by one step: from d6 to d8, or d8 to d10.
Illusion Mastery: You have advantage on checks and saving throws made to detect and resist illusion spells.
Languages:You can speak, read, and write Common and Gnome.
Ability Score Adjustment: Your starting Constitution increases by 1.
Cantrip: You know and cast the minor spells dancing lights and ghost sound.
Dancing Lights
Minor illusion
You conjure one to four glowing spheres of light, or a faintly glowing humanoid shape.
Effect: You create one to four lights that resemble lanterns or torches (and radiate light as such), glowing spheres of light (that look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape within 50 feet. The lights must stay within a 10-foot-radius area in relation to each other, but otherwise can move as you desire. You can move then 50 feet as an action, but wink out if they move further than 50 feet from you. The spell lasts for 1 minute or until you cast it again.

Janow, Gnome Illusionist

Another pregen, this one is a natural fit and pretty optimized. 
Janow d’Sivis, level 1
Gnome, Wizard
Arcane Implement Mastery: Orb of Deception
Background: Zilargo (+2 to Insight)
FINAL ABILITY SCORES
Str 8, Con 11, Dex 10, Int 18, Wis 13, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 11, Dex 10, Int 16, Wis 13, Cha 16.
AC: 14 Fort: 10 Reflex: 14 Will: 16
HP: 21 Surges: 6 Surge Value: 5
TRAINED SKILLS
Arcana +11, History +9, Insight +8, Diplomacy +11
UNTRAINED SKILLS
Acrobatics, Bluff +4, Dungeoneering +1, Endurance, Heal +1, Intimidate +4, Nature +1, Perception +1, Religion +4, Stealth +2, Streetwise +4, Thievery, Athletics -1
FEATS
Wizard: Ritual Caster
Level 1: Mark of Scribing
POWERS
Wizard at-will 1: Illusory Ambush
Wizard at-will 1: Phantom Bolt
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
ITEMS
Spellbook, Adventurer’s Kit, Cloth Armor (Basic Clothing), Dagger, Orb Implement, Identification Papers with Portrait, Woodwind, Camouflaged Clothing
RITUALS
Comprehend Language, Glib Limerick, Secret Page

Nebin, Gnome Illusionist

Ronak’s totally awesome gnome illusionist from Monday’s delve run.

====== Created Using Wizards of the Coast D&D Character Builder ======
Nebin, level 4
Gnome, Wizard
Arcane Implement Mastery: Orb of Deception

FINAL ABILITY SCORES
Str 8, Con 10, Dex 13, Int 18, Wis 14, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 13, Int 15, Wis 14, Cha 15.

AC: 17 Fort: 13 Reflex: 17 Will: 19
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Arcana +13, Nature +9, Insight +11, History +11

UNTRAINED SKILLS
Acrobatics +3, Bluff +6, Diplomacy +6, Dungeoneering +4, Endurance +2, Heal +4, Intimidate +6, Perception +4, Religion +6, Stealth +5, Streetwise +6, Thievery +3, Athletics +1

FEATS
Wizard: Ritual Caster
Level 1: Phantom Echoes
Level 2: Gnome Phantasmist
Level 4: Improved Initiative

POWERS
Wizard at-will 1: Phantom Bolt
Wizard at-will 1: Illusory Ambush
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Horrid Whispers
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Float
Wizard encounter 3: Hypnotic Pattern

ITEMS
Spellbook, Cape of the Mountebank +1, Darkleaf Cloth Armor (Basic Clothing) +1, Orb of Inevitable Continuance +1, Magic Dagger +1, Adventurer’s Kit, Flask (empty), Oil (1 pint) (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Jaroo, Gnome Barbarian

Jaroo belongs to the Ghost-Stalker clan, which relies on their limited invisibility to hunt and kill. Since gnomes get a Charisma bonus, I decided to go with the thaneblood class feature with the intention to later multiclass into shaman, bard, or perhaps sorcerer (to bank on the magical aptitude that the race possesses). To this end I cranked up Charisma quite a bit higher than I expected, which synergizes extremely well with thaneblood.

In the beginning, I just had an image of a gnome with wild hair and a cracked, bone-white mask, packing a humongous sword. Initially my only concern was to just give him a Strength of 16 and call it good, figuring that everything else is gravy. However, in the end I thought more and more about it and the concept started to solidify into something more than just a random race and class combination.

This is a character that I would absolutely love to play. Its a gnome that plays like a gnome would, but not like gnomes I expect to see (and certainly not a gag character). At this stage he’s up and running, but perhaps not as optimized as he could be. I dont expect to use complicated tactics, and in fact would possibly attempt to provoke an opportunity attack just to gain invisibility for an encounter or daily attack (assuming he hasnt gotten smacked already).

Jaroo, level 1
Gnome, Barbarian
Feral Might: Thaneborn Triumph

FINAL ABILITY SCORES
Str 16, Con 15, Dex 13, Int 12, Wis 8, Cha 15.

STARTING ABILITY SCORES
Str 16, Con 16, Dex 13, Int 10, Wis 8, Cha 11.

AC: 15 Fort: 15 Reflex: 12 Will: 11
HP: 31 Surges: 11 Surge Value: 7

TRAINED SKILLS
Intimidate +6, Endurance +7, Athletics +7

UNTRAINED SKILLS
Acrobatics, Arcana +3, Bluff +1, Diplomacy +1, Dungeoneering -1, Heal -1, History +1, Insight -1, Nature -1, Perception -1, Religion +1, Stealth +2, Streetwise +1, Thievery

FEATS
Level 1: Weapon Proficiency (Bastard sword)

POWERS
Barbarian at-will 1: Devastating Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Vault the Fallen
Barbarian daily 1: Swift Panther Rage

ITEMS
Bastard sword, Hide Armor, Adventurer’s Kit