Household Quick Start Guide

Daniela Giubellini

— Unfired Arcana —

Gnome Subraces

House Gnome

The tinest of gnome cousins to emigrate from the Feywild, the house gnomes are known and named across the multiverse for their habit of taking up residence in the walls of taller races. Though they rarely show themselves to adults, or children old enough to talk, house gnomes rarely occupy a home without providing something in return. Whether by sweeping floors, mending clothes they take great pride in upholding the hospitality of they Feywild no matter where they settle or why.

House Gnome Traits

As an alchemic gnome you have the following traits.

Ability Score Increase. Increase one of your ability scores by 2 and increase a different ability score by 1, or you increase three different ability scores by 1.

Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.

Size. You are Tiny.

Speed. You have a walking speed of 30 feet, and a climbing speed equal to your walking speed.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

House Gnome Magic. You know the prestidigitation

and mending cantrips. Starting 5th level, you can also cast the invisibiliy spell with this trait. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Lilliputian Build. Because of your size, you can move through and stop in a space as narrow as 1 inch wide without squeezing. If your size is ever changed to Small or larger, you can’t benefit from this trait while you remain larger than Tiny.

Tiny Improviser. As a result of your size, you can’t use equipment meant for Small or larger creatures, unless they are magic items that you’re attuned to, or were granted to you as a part of your starting equipment. Instead, you’ve learned to construct makeshift equipment that can serve you in a life of adventuring.

You can spend 5 minutes constructing a Tiny version of a piece of nonmagical equipment from the Player’s Handbook whose value in gp can’t exceed 20 times your level. If you construct ammunition this way, you can produce 20 such pieces of ammunition. The damage of a weapon you create is reduced by 1d4 on a hit (to a minimum of 1). Items produced this way are makeshift, and cannot be sold or traded.

If your size is ever changed to Small or larger, you can use normal equipment while you remain larger than Tiny.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

 

 

Gnome Squidling

David René Christensen

Gnome Squidling

When a mind flayer implants one of their tadpoles into a normal humanoid’s brain, the end result is usually the transformation into an ordinary mind flayer. When a tadpole is implanted into a gnome however, the process tends to go off the rails.

Squidlings—the result of this process—retain much of their memories and personality, but gain only a fraction of a true mind flayer’s power. Though malformed and often addled by the failed ceremorphosis, many eventually regain enough sentience to live normal lives; or at least, what passes for normal among brain-eating tentacle gnomes.

Gnome Squidling Traits

As an alchemic gnome you have the following traits.

Ability Score Increase. Increase one of your ability scores by 2 and increase a different ability score by 1, or you increase three different ability scores by 1.

Creature Type. You are an Aberration. You are also considered a gnome and a mind flayer for any prerequisite or effect that requires you to be a gnome or a mind flayer.

Size. You are Small.

Speed. You have a walking speed of 30 feet.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

  Squidling Psionics. You know the mind sliver cantrip. Starting 5th level, you can also cast the levitate spell with this trait. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Neither of these spells require spell components when you cast them with this trait.

Squidling Telepathy. Without the assistance of magic, you can’t speak the languages you know, though you can make burbling sounds that can serve as the verbal components for spells. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Tentacles. You can use your tentacles maw to make unarmed strikes. On a hit you deal additional damage equal to your proficiency bonus, and the damage type changes to psychic.

Immediately after hitting a creature with an unarmed strike using your tentacles, you can attempt to grapple the target as a bonus action.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

 

 

Gnome Alchemist

Bambi Costa

Alchemic Gnome

Allegedly created from gemstones by the gnomish gods, all gnomes have an affinity for elemental earth. For some however, the innate connection they share with the Plane of Earth runs deep enough to spread into the Elemental Chaos. These gnomes—called Alchemic Gnomes due to a legend they were created from a philosopher’s stone—are often born in places that border the Inner Planes. Others are the result of powerful transmutation magic. A few even live up to their namesake, being altered by alchemic reactions. Whatever chaos creates them, normal they are not.

Alchemic Gnome Traits

As an alchemic gnome you have the following traits.

Ability Score Increase. Increase one of your ability scores by 2 and increase a different ability score by 1, or you increase three different ability scores by 1.

Creature Type. You are an Elemental. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.

Size. You are Small.

Speed. You have a walking speed of 30 feet.

Administer Solids. Starting at 3rd level, you can grant yourself the ability to phase through non-magical earth and stone as a bonus action. For the next minute, you gain a burrowing speed equal to your walking speed, and can burrow through nonmagical, inanimate solids without disrupting the material. If you end your turn inside such a material, you are shunted to the nearest unoccupied space and take 1d8 force damage.

While burrowing you have total cover against spells, attacks and other effects. You are also blinded, and have disadvantage on Wisdom (Perception) checks that rely on hearing but not tremorsense. You can use this trait once, after which you can’t do so again until you finish a long rest.

Alchemic Magic You learn one cantrip of your choice that deals acid, bludgeoning, cold, fire, lightning, poison or thunder damage. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Additionally, when you cast a spell that deals one of those damage types, you can change that damage to another type from the same list. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Darkvision. 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 discern colors in that darkness only as shades of gray.

Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

Tremorsense. You have tremorsense out to a range of 60 feet, allowing you to pinpoint creatures and moving objects within range, provided you are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.

Tremorsense can’t detect creatures or objects in the air, and Tremorsense doesn’t count as a form of sight.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.