Gnomes
PHB p16 / MM p131 / RoF p48

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D&D Home > Races and Monsters > Gnomes

Game Rule Information

The following changes have been made to the powers and abilities of the Gnome. Any published rules for the gnome that do not directly contradict the contents of this page still apply.

Racial Traits

Weapon Familiarity: Gnomish Hooked Hammers are not treated as exotic weapons for gnomes. As long as the gnome as the Weapon Group (Picks and Hammers) feat he may use the gnomish hooked hammer without penalty. This ability does not grant that feat, it must still be selected normally or gained as a bonus feat from the gnome's character class. See the section on Weapon Group Feats for details of new rules for weapon proficiencies.

Automatic Languages: The gnome automatically knows how to speak Common and Gnome, or any two campaign-specific languages of the GM's discretion. The gnome may select a number of additional languages or alphabets equal to his intelligence modifier. Additional languages may be purchased with skill-points. See the new rules for Languages for more information.

Spell-like Abilities: Once per day the gnome may cast the equivalent of a speak with animals spell that is only usuable on burrowing mammals. The duration of his ability is one minute. Gnomes with a charisma score of 10 or more also have access to the following cantrips: dancing lights, ghost sound and prestidigitation. These cantrips can be conjured at will; the caster level of the gnome is one. This caster level does not stack with any class levels the gnome may subsequently gain.

Favoured Class: I do not use the rules for favoured classes. Please disregard any rules pertaining to them.

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