Rock Gnome

Rock gnomes are the most common type of gnomes in Faerûn, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. The rock gnomes of Faerûn are nearly identical to the gnomes portrayed in the Player’s Handbook. They are inquisitive, irrepressible, and at time insincere.

Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toymaking, and clockwork engineering. They happen to be the finest gunsmiths in Faerûn, and they are the most likely of any race to arm themselves with smokepowder firearms.


If the rock gnomes had a homeland, they would probably count it as the half-mythical island of Lantan. Other than in Lantan, rock gnomes do not dwell in quantity in any particular country or city. Instead, small communities of a dozen families or so might be found almost anywhere, well hidden in wild terrain or sometimes in their own urban neighborhood. They favor temperate climates, and a number of gnome settlements are known to exist in the Western Heartlands, the Dalelands, and the woodlands of the Great Dale and Thesk.

Racial Traits

  • +2 Constitution, –2 Strength. Like dwarves, rock gnomes are tough, but they are small and therefore not as strong as larger humanoids.
  • Small: As a Small creature, a rock gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Rock gnome base land speed is 20 feet.
  • Low-Light Vision: A rock gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Rock gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions. Rock gnomes are innately familiar with illusions of all kinds.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by rock gnomes. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids. Rock gnomes battle these creatures frequently and practice special techniques for fighting them.
  • +4 dodge bonus to Armor Class against monsters of the giant type. This bonus represents special training that rock gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks. Rock gnomes have keen ears.
  • +2 racial bonus on Craft (alchemy) checks. A rock gnome’s sensitive nose allows him to monitor alchemical processes by smell.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A rock gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + rock gnome’s Cha modifier + spell level.
  • Favored Class: Bard. A multiclass rock gnome’s bard class does not count when determining whether he takes an experience point penalty.

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