Level Up (A5E) Level Up Playtest 1: Gnomes

Got a chance to look over the playtest a little bit and thought I'd comment on the gnome section. :)

While gnomes might be small, their skill with
illusion magic is unrivaled. Each and every
gnome, no matter how small, has some sort
of innate magic. As such, it is not uncommon
for gnomes to grow into skilled mages or
tinkers, regardless of their connection to
gnomish culture.

As has been pointed out, if you choose Gnomish Agility, and a non-magical culture, this isn't really the case. More on that later.

Size. Gnomes range from 3 to 4 feet tall,
and weigh around 40 pounds on average.
Your size is Small.

I know this is following after the base game, but I think the weight is about 30 or 40 lb too low. Adult bonobo is a better guidepost than human child, especially if they'll be able to start with a STR bonus.

Gnomish Agility
Adept at avoiding the attacks of the ‘Big
Folk’, you gain +1 to your Armor Class
against creatures of Medium-size and larger.
If your size is not already Small, your size
becomes Small.

I assume the "If your size is not already Small" clause is there to cover hybrids. I was thinking, if you want to highlight gnomes as natural illusionist, why not recast this as a displacement effect? Like a minor version of Blur that provides a +1 to AC, but can be thwarted by blind sight and true sight.

Deep Gnome
Sometimes referred to as “darkborne” or
“dark gnomes,” deep gnomes thrive in the
darkest, most remote depths. Because of this,
their skin is usually gray—though it can take
on a variety of hues—and they excel when
working in darkened or stealth conditions.
You gain the following traits.
Subterranean Camouflage. You have
advantage on Dexterity (stealth) checks made
to hide in rocky terrain.
Superior Darkvision. The range at which
your darkvision functions increases to 120
feet.
Dark Gnome Magic. At 1st level, you know
the disguise self spell. At 3rd level, you learn
the blindness/deafness spell. At 5th level, you
learn the nondetection spell. With this trait,
you can cast any of these spells you know
once, and once you do you cannot do so
again until you finish a long rest. When
casting blindness/deafness with this trait,
you can use only the blinding effect.
Languages. You can speak, read, write, and
sign Common, Undercommon, and
Gnomish.

Am I reading the darkvision entry right in that it doen't give you darkvision, only that it increases the range of darkvison from another source? The culture seems fine, but seems to lack a focus. Maybe lean into the Paracelsian gnome identity a bit more. I remember the first edition version of these guys being able to summon earth elementals!

Forest Gnome
Forest gnomes live close to nature. They are
not often seen, for they dwell in small,
hidden villages in deep woodland. Most
forest gnomes are shy, and feel more
comfortable around animals than they do
humans, dwarves, and other peoples.
Forest gnome villages are comfortable, and
usually house around a hundred members.
These gnomes gather nuts and berries, tend
to the forest, and care for the wildlife with
which they live in harmony.
Natural Illusionist. You know the minor
illusion cantrip. At 3rd level, you learn the
entangle spell and can cast it once per day. At
5th level, you learn the barkskin spell and can
cast it once per day. Intelligence is your
spellcasting modifier for these spells, and
casting them with this trait doesn’t require a
spell slot or any material components.
Small Beast Speech. You have an innate
ability to communicate simple thoughts and
ideas with beats of size Small or smaller.
Languages. You can speak, read, write, and
sign Common and Gnomish.

This culture seems to be missing a Language, maybe Sylvan or "one other language". Might I suggest replacing Barkskin with Pass Without Trace? To me it seems thematically tighter. Also, is there any good reason to limit Beast Speech to Small or smaller beasts? I don't remember David having any trouble talking to deer and bears.

Tinker Gnome
Gnomes are known for their unique brand of
creativity, which often leads to the
advancement of both magic and technology.
Non-gnomes that immerse themselves in this
culture often struggle to reach the level of
craftsmanship achieved by their gnomish
counterparts, but can learn to match it with
enough dedication and hard work. While
they are usually locked into a rivalry with
artisan gnomes, there is rarely rivalry inside
of tinker gnome communities; it’s not
uncommon for tinkers to help even a direct
competitor perfect a new product—though
there are no promises that they won’t steal
the plans for themselves afterwards.
Cunning Creative. You are proficient with
artisans tools (tinker’s tools). You can spend
one hour and 10 gp worth of materials to
build a variety of useful tools, all detailed
below. Each device has an AC of 5 and 1 hit
point, and ceases to function after 24 hours or
whenever you choose to dismantle it. An
hour can be spent repairing a device that has
ceased to function. You can have up to three
of the following devices active at one time:
Clockwork Figure. This figure can be a tiny
animal, monster, or even a humanoid. When
placed on the ground, you can direct the
figure to march up to 10 feet in a direction of
your choice using your bonus action on each
of your turns. You can choose to have the
figure make a noise that is appropriate to the
creature it represents, or to have it be silent. If
you choose for the figure to be silent, you can
instead equip it with a small light that shines
5 feet in front of the figure. This light creates
bright light in dim conditions, and dim light
in total darkness.
Fire Starter. This device creates a small
flame that can be used to light a candle,
torch, or campfire. To activate the device, you
must use your bonus action. Additionally, as
a bonust action, the device can shoot a small
ball of fire up to 30 feet, dealing 1d4+1 fire
damage. Using the device this way damages
it, and it must be repaired before using it
again.
Audiophone. When started this device plays
a pre-recorded sound at a moderate volume.
The device stops playing when it reaches the
end of the recording, or when shut off. You
can use your action to record any 1 minute of
audio, and can start and shut off the device
as a bonus action.
Sensor. This device can be attached to a wall
or any smooth, sturdy surface. When placed,
it begins monitoring the area around it.
Choose one sort of activity to monitor: noise
or movement. The device detects these things
up to 30 feet around it, including through
openings, but cannot sense these through
solid walls. The device relays the information
back to you telepathically, and can share
either clips of sound (limited to 30 seconds at
a time, with a minimum of 10 minutes in
between relays) or information on the size
and number of creatures moving in the area.
Lore of Creation. You are proficient in your
choice of the History or Arcana skills.
Whenever you make a check using the skill
of your choice related to magical, alchemical,
or technological items, your proficiency
bonus is doubled.
Languages. You can speak, read, write, and
sign Common, Gnomish, and one other
language.

Does the telepathic sending of the Sensor have a range? I always thought that they should have a version of the Mending cantrip that had no components other than tinker's tools.

Forgotten Folx
The Forgotten Folk are communities of
gnomes even more secretive than the
notoriously reclusive forest gnomes. These
communities almost always share a strong,
familial bond with each other, even those
they aren’t related to. Entire communities
raise children communally, provide for each
other, and survive primarily by bartering
crafted goods. These communities have a lot
of love to give, and are more than happy to
take in wanderers or adventurers who
stumble across their homes. Because of their
open and caring nature, it is not uncommon
for relationships among forgotten folx to
include multiple partners--of all genders and
heritages.
Most who leave this culture do so to
become merchants and provide their crafts
and talents to more people, or out of a desire
to see the “real” world. It is common for
young adults to be encouraged by their
communities to go on a sort of sabbatical to
experience life outside of the community and
to bring back new technologies and goods on
their return.
Eyes Everywhere. Thanks to supervising
children, you have a knack for keeping track
of your party members. As long as a party
member is within 60 feet of you, you always
know their general location even if you
cannot see or otherwise sense them. 1 foot of
lead or iron, or a spell such as nondetection,
prevent the effect from working.
It Takes a Village. You can use the help
action as a bonus action. Additionally, when
you do so, the range at which you can help
an ally increases to 15 feet. One per long rest
when you help an ally, you can choose to let
them add double their proficiency bonus to
their roll as well as rolling with advantage.
Languages. You can speak, read, write, and
sign Common, Gnomish, and one other
language of your choice.

Interesting new concept, I'd be tempted to call them kibbutznik gnomes. ;) I think they might do well to have another (maybe ribbon level) ability for added interest.
 

log in or register to remove this ad

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
My favorite one from the playtest is the Forgotten Folk, really loving the Brownie and house-fae vibe of them.

I would also prefer the underground gnomes to be the one with the burrow speed given to the halfling. To increase their connection to the primordial earth I'd at least give them the Terran language proficiency, a small Tremor-sense or maybe the ability to summon a mud or dust mephit as a familiar.
 

Got a chance to look over the playtest a little bit and thought I'd comment on the gnome section. :)



As has been pointed out, if you choose Gnomish Agility, and a non-magical culture, this isn't really the case. More on that later.



I know this is following after the base game, but I think the weight is about 30 or 40 lb too low. Adult bonobo is a better guidepost than human child, especially if they'll be able to start with a STR bonus.



I assume the "If your size is not already Small" clause is there to cover hybrids. I was thinking, if you want to highlight gnomes as natural illusionist, why not recast this as a displacement effect? Like a minor version of Blur that provides a +1 to AC, but can be thwarted by blind sight and true sight.



Am I reading the darkvision entry right in that it doen't give you darkvision, only that it increases the range of darkvison from another source? The culture seems fine, but seems to lack a focus. Maybe lean into the Paracelsian gnome identity a bit more. I remember the first edition version of these guys being able to summon earth elementals!



This culture seems to be missing a Language, maybe Sylvan or "one other language". Might I suggest replacing Barkskin with Pass Without Trace? To me it seems thematically tighter. Also, is there any good reason to limit Beast Speech to Small or smaller beasts? I don't remember David having any trouble talking to deer and bears.



Does the telepathic sending of the Sensor have a range? I always thought that they should have a version of the Mending cantrip that had no components other than tinker's tools.



Interesting new concept, I'd be tempted to call them kibbutznik gnomes. ;) I think they might do well to have another (maybe ribbon level) ability for added interest.

If a Paracelsius gnome, then the gnome is actually an earth elemental, not a landsprite in the folklore sense.

If so, the extra language can be the Earth elemental language.

But then the narrative requires reconciling how an elemental culture came to revolve around mentalist illusion magic.

The mechanical gadgetry sounds earthy.
 


Myself would prefer the tinkering gnomes to be more alchemy-related that mechanical, using the component of their earth and metals to create wonders. Something like the Transmuter ability to change one matter to an other.
I view alchemy as pure elementalist magic.

I probably prefer alchemical gnomes to illusionist gnomes. Especially if they are earth elementals instead of Fey.

Even tropes like becoming invisible might be explained as Meld into Earth, traveling in the between space, between above and below ground.
 

If a Paracelsius gnome, then the gnome is actually an earth elemental, not a landsprite in the folklore sense.

If so, the extra language can be the Earth elemental language.

But then the narrative requires reconciling how an elemental culture came to revolve around mentalist illusion magic.

The mechanical gadgetry sounds earthy.

I think this culture is where one could leverage the D&D tradition of gnomes loving gemstones. They're undoubtedly earthy and have aspects of light play and a long time connection with psychic energy.
 


Micah Sweet

Level Up & OSR Enthusiast
Myself would prefer the tinkering gnomes to be more alchemy-related that mechanical, using the component of their earth and metals to create wonders. Something like the Transmuter ability to change one matter to an other.
I can see alchemy as a good skin, but I wouldn't want to remove the concept of the inventor tinker gnome. It's been a thing for a long time, and I've loved it since Dragonlance and that scientist gnome from The Neverending Story.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I can see alchemy as a good skin, but I wouldn't want to remove the concept of the inventor tinker gnome. It's been a thing for a long time, and I've loved it since Dragonlance and that scientist gnome from The Neverending Story.

Yup, that and Warcraft really made inventor gnomes an commonly appreciated trope, I would be all-in for letting it as a culture for those who want them.

Its strange: I detest the thinker gnome trope myself, but reading the Steam Tiefling culture, I was absolutely in love with the idea (not so a big fan of the mechanical presentation though). Maybe because the gnome is already quite gonzo as a base origin, laying an extra coat of crazy-inventor paint over them seems to much to me? But the idea of Tieflings denying their devotion to the cruel gods/magic/patron that made them and instead focused on science make so much sense to me.

Guess I'm weird.
 

Micah Sweet

Level Up & OSR Enthusiast
Yup, that and Warcraft really made inventor gnomes an commonly appreciated trope, I would be all-in for letting it as a culture for those who want them.

Its strange: I detest the thinker gnome trope myself, but reading the Steam Tiefling culture, I was absolutely in love with the idea (not so a big fan of the mechanical presentation though). Maybe because the gnome is already quite gonzo as a base origin, laying an extra coat of crazy-inventor paint over them seems to much to me? But the idea of Tieflings denying their devotion to the cruel gods/magic/patron that made them and instead focused on science make so much sense to me.

Guess I'm weird.
Good point on the WoW reference. I think tinker gnomes became a thing originally because gnomes kinda lacked a strong identity as a race, being similar to both dwarves and halflings. Heck, even in 5e they're lumped in with halflings again in Mordenkainen's.
 

Remove ads

Top