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
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.
The Deep Gnome, also known as Svirfneblin, is a neutral good creature with a challenge rating of 1/2. They have a modest armor class of 15, wear chain shirts, and have 16 hit points. Their strengths lie in their high dexterity, which is useful in combat, and their ability to speak gnomish, terran, and und languages. However, they have low charisma, which may negatively impact their social interactions. All in all, the Deep Gnome seems to be a balanced and versatile creature that could be useful in a variety of settings.
Deep Gnome (Svirfneblin) is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Deep Gnome (Svirfneblin) Pathfinder edition. Want to use Deep Gnome (Svirfneblin) in a VTT (virtual tabletop)? Try out SendingStone for free today!
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