Hard-working pranksters and illusionists who dwell in the hills of the wilderness and the depths of the earth.


Average Height: 3’ 4”- 3’ 8”
Average Weight: 50-75 lbs.

Ability Scores: +2 Intelligence, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 Stealth.
Fade Away: You can use fade away as an encounter power.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound (Player’s Handbook, page 158) as a minor action.
Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.


Fade Away
You turn invisible in response to an enemy’s attack.
Encounter Illusion
Immediate Reaction Personal
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.

Insert flavor text here.

Play a gnome if you want…
to be a prankish character who delights in causing mischief.
to be fun-loving, vivacious and jovial.
to be stealthy and in touch with magic.
to be a member of a race that favors the bard, rogue, warlock, and wizard classes.


Gnomes are just under four feet in height and weigh about 60 lbs. They tend to have human proportions, but males sport well-groomed beards and both genders have prominent noses and slightly pointed ears. Gnomes tend to have earth-colored skin, ranging from light tan to deep umber colors. Their hair tends to be a slightly lighter or darker shade than their skin, ranging from a platinum blonde to a night-black color. It is not uncommon for their hair and beards to quickly gray once they reach maturity.

Gnomes typically dress in bright, often clashing colors. They enjoy wearing accessories, such as hats, vests and other raiment that allow them to pour on the color. Gnomes often incorporate patterns of burrowing animals or songbirds into the borders of their clothing, and such motifs are often prominent in other artwork of their kind. Gnomes have life spans much longer than humans, but not quite as long as dwarves.


Gnomes are cunning and mischievous, ready with a hearty laugh and smarting prank on the unwary. Originally creatures of the feywild, they were both attracted by the needs of the wilderness of the mortal world and by their curiosity of the beings who dwell within in it.

Gnomes are hard-working, but unlike the stoic dwarves, seek relief from boredom and monotony in their daily lives with song, laughter and joy. They enjoy simple pleasures between bouts of work, often seeking wealth or other treasures to enjoy for their work.

Gnomish communities are organized into related, working clans who carry on the family business from generations past. Most gnomes are expected to carry on their ancestor’s work, but on occasion a gnome shows a knack for a new line of work, and may migrate to a new clan in the same or distant community to pick up a new trade.

Wanderlust is common among younger gnomes, and is often the source of adventuring gnomes. Not yet tied down in the affairs of apprenticeship, these gnomes tend to wander to find their place in the world before settling down into a particular clan.

Gnome Characteristics: Cunning, curious, crafty, determined, eccentric, inventive, mischievous, optimistic, resourceful.

Male Names: Addoaen, Baeras, Erfenn, Gimble, Hedarum, Neblin, Noblin, Vanerf.

Female Names: Chikerva, Faerneba, Kaerenne, Raerpinne, Rasenne, Wedenne.

The gnome race was originally published in the Monster Manual and reprinted in Player’s Handbook 2. Alterations have been made so that it would comply with the campaign setting. All rights reserved to Wizards of the Coast.


This Mind of Mine Nalan