Small humanoid (gnome), neutral good
Armor Class 15 (chain shirt)
Hit Points 16 (3d6 + 6)
Speed 20 ft.
Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) |
Skills Investigation +3, Perception +2, Stealth +4
Senses darkvision 120 ft., passive Perception 12
Languages Gnomish, Terran, Undercommon
Challenge 1/2 (100 XP)
Elemental Call (suggested). Five deep gnomes within 30 feet of each other can magically summon an earth elemental. Each of the five must use its action and movement on three consecutive turns to perform a ritual chant and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the chant, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can’t perform the chant again until it finishes a short or long rest. When the elemental returns to the Elemental Plane of Earth, any deep gnome within 5 feet of it can return with it.
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
ACTIONS
- War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Deep gnomes, also known as svirfneblin, are a rare and secretive race of gnome that live in the Underdark. They are wiry and lean, with gnarled complexions and dark eyes. Their skin ranges from medium brown to brownish gray, and their hair is usually gray or absent. They are shorter than most gnomes, standing between 3 and 3.5 feet tall and weighing around 40 to 45 pounds. They dress in simple clothes that blend with their surroundings, often wearing leather armor and carrying picks or darts as weapons.
COMBAT
Deep gnomes are not aggressive by nature, but they will fight to defend themselves and their communities from the many dangers of the Underdark. They are skilled at stealth and camouflage, using their stone-colored skin and clothing to hide in rocky terrain. They also have innate magic that allows them to cast spells such as nondetection, blindness/deafness, blur, and disguise self. They prefer to avoid direct confrontation, using their magic and darts to harass and distract their enemies before fleeing or striking with their picks.
HABITAT / SOCIETY
Deep gnomes live in small, hidden villages deep underground, often near sources of precious metals or gems. They are expert miners and craftsmen, producing fine weapons, tools, and jewelry. They are also adept at carving intricate tunnels and chambers that are hard to find and easy to defend. They value hard work, loyalty, and caution, and they have a strong sense of community. They are wary of outsiders, especially other races of the Underdark such as drow, duergar, mind flayers, and beholders. They rarely venture to the surface world, and when they do, they are often mistaken for goblins or other evil creatures.
Svirfneblin society is strictly divided between the sexes: females are in charge of food production and running the city, while males patrol its borders and mine for precious stones. A svirfneblin city will have both a king and a queen, each of whom is independent and has his or her own sphere of responsibility. Since only males ever leave the city, the vast majority of encounters will be with deep gnome mining parties seeking for new lodes.
ECOLOGY
Deep gnomes have a lifespan similar to humans, reaching adulthood by 25 and living up to 250 years. However, the harsh conditions of the Underdark often claim them before their time. They have a low birth rate, and their population is dwindling. They worship Callarduran Smoothhands, the god of stone, mining, and the svirfneblin. They also revere the earth itself, and respect other creatures that dwell underground. They have a symbiotic relationship with blindheims, small frog-like creatures that emit bright light from their eyes. The deep gnomes use the blindheims as sources of illumination and protection, while the blindheims benefit from the deep gnomes’ food and shelter.
Stealth, cleverness, and tenacity enable the svirfneblin to survive in the extremely hostile environment of the Underdark. They love gems, especially rubies, and will take great risks in order to gain them. Their affinity for stone is such that creatures from the elemental plane of Earth are 90% unlikely to harm a deep gnome, though they might demand a hefty tithe in gems or precious metals for allowing the gnome to escape.
They can also converse with any creature from the elemental plane of Earth via a curious “language” consisting solely of vibrations (each pitch conveys a different message), although only on a very basic level.