Kryx RPGThemesMonsters




Gnomes can have the same concerns and motivations as members of other species, but just as often they are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. A gnome may risk its life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the gnome those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force. While such apparently fickle and impulsive acts are not universal among gnomes, they are common enough for the species as a whole to have earned a reputation for being impetuous and at least a little mad.

Combined with their diminutive sizes, vibrant coloration, and lack of concern for the opinions of others, these attitudes have caused gnomes to be widely regarded by the other species as alien and strange. Gnomes, in turn, are often amazed how alike other common species are. It seems stranger to a gnome that humans and elves share so many similarities than that the gnomes do not. Indeed, gnomes often confound their allies by treating everyone who is not a gnome as part of a single, vast non-gnome collective species.

Vibrant Expression

A gnome’s energy and enthusiasm for living shines through every fiber of his or her tiny body. Gnomes tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.


Delighted Dedication


Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.


Bright Burrows



Seeing the World


Gnome Names


Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook

Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna

Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen




Health. Your health increases by 8.


Size. Gnomes are between a meter and 120 centimeters tall and average about 20 kilos. Your size is Small. You require half as much food and water as a Medium character.

Speed. Your base walking speed is 4 meters.


Gnome Cunning. You have advantage on all Will saving throws against magic.

Languages. You are proficient in Linguistics with Common and Gnomish.

Variant. Two variants of gnomes are found among the worlds: forest gnomes and rock gnomes. Choose one of these variants.

Forest Gnome


Low-Light Vision. Due to your fey ancestry, you have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.

Forest Camouflage. You have advantage on Stealth checks to hide in forested terrain.

Natural Illusionist. You know the minor illusion cantrip. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.

Speak with Small Beasts. You can comprehend and verbally communicate with Small or smaller beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes are rock gnomes.


Artificer’s Lore. Whenever you make an ability check to know the history or workings of magic items, alchemical objects, or technological devices, you have advantage on the roll.

Eureka!. As a reaction, which you can use when you roll an Intelligence check, you recall memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

Once you use this trait, you must finish a short or long rest before you can use it again.

Tinker. Using tinker’s tools, you can spend 1 hour and 10 sp worth of materials to construct a Tiny clockwork device (5 Defense; 1 Health). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use an 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.


  • Alarm. This device senses when a creature moves to within 3 meters of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 100 meters away.

  • Calculator. This device makes arithmetic easy.

  • 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 1 meter across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.




  • Timekeeper. This pocket watch keeps accurate time.

  • Weather Sensor. When used as an action, this device predicts weather conditions in a 2-kilometer radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.