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Gnomes are a vivacious people who have adapted to their tumultuous heritage in curious ways, and evolved significantly from accounts found in records.

Most gnomes stand between 3 and 3-1/2 feet tall and weigh around 40 pounds. They’re considered adults at 40 and naturally live up to 500 years.

Racial Traits

Ability Adjustments +2 Con, –2 Str (see below)

Alternate Ability Adjustments

Source SCOM

Some gnomes have strong ties to a specific planet, its lands, or the caves beneath. These earthier gnomes, called gneblins, are less sturdy than their kin, but they have a much stronger will.

Gneblins have +2 Wisdom and –2 Strength, plus the benefits of the dimorphic racial trait, rather than the usual gnome racial ability adjustments.

Hit Points 4

Size and Type

Gnomes are Small humanoids with the gnome subtype.


Gnomes receive a +2 racial bonus to Culture checks.


A feychild gnome gains +2 Charisma, while a bleachling receives +2 Intelligence.

Eternal Hope

Gnomes receive a +2 racial bonus to saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result.

Gnome Magic

Gnomes gain the following spell-like abilities:

  • 1/daydancing lights, ghost sound, and token spell.

The caster level for these effects is equal to the gnome’s character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects.

Low-Light Vision

Gnomes can see in dim light as if it were normal light. See Vision and Light.

Alternate Racial Traits


Source SCOM

Driftborn gnomes have lithe builds and skin with shifting, iridescent patterns. They also have an intense and instinctual awareness of their bodies and their position in space. They gain +2 Dexterity.

This replaces dimorphic.

Ecstatic Joy

Source SCOM

Some gnomes exult in their own effort and seem inured to pain.

These gnomes gain a +2 racial bonus to saves against pain effects. Once per day when they roll a natural 20 on an attack roll, skill check, or saving throw, they gain a rush of adrenaline that grants them a +1 morale bonus to attack rolls, saving throws, and skill checks for 2 rounds.

This replaces eternal hope.

Social Intuition

Source SCOM

Gnomes who spend their lives among people in a fixed culture can be less curious, but they gain an inherent ability to read people. These gnomes have a +2 racial bonus to Sense Motive checks.

This replaces curious.

Working Relations

Source SCOM

Certain gnomes satisfy their curiosity about other people by working among them in varied capacities. Such gnomes gain a +1 racial bonus to Profession checks and can attempt Profession checks untrained.

This replaces curious.