D&D General 5.5 PHB Species Options

What are your top 3 options.

  • Aasimar

    Votes: 17 21.8%
  • Dragonborn

    Votes: 14 17.9%
  • Dwarf

    Votes: 29 37.2%
  • Elf

    Votes: 33 42.3%
  • Gnome

    Votes: 9 11.5%
  • Goliath

    Votes: 19 24.4%
  • Halfling

    Votes: 15 19.2%
  • Human

    Votes: 61 78.2%
  • Orc

    Votes: 11 14.1%
  • Tiefling

    Votes: 17 21.8%

  • Poll closed .
one thing i don't get about the gnome is that their two primary archetypes that DnD seems to want to focus on, to me seem to be directly opposed to each other in aesthetic, the unobtrusive and peaceful friend of animals forest dweller who excel with illusions VS the eccentric and loud city gearheads always tinkering with something.

i'm not saying species can't have range in their archetypes but i don't feel as if there's any strong connective idea underlying those two halves of gnomes as a whole, i'd rather we split off their tinkery side and gave it to goblins and leave gnomes to focus more on the magic/nature side of things.
its because they are trying to capture entirely different traditions.

On one hand the original gnome is the Paracelsian elemental - tiny, secretive, subterranean creatures associated with gemstones. This type feature as the Nomes of Narnia and lead to the original Blackmoor gnomes and later Deep Gnomes

Then you get the fairy archetypes of nature spirits like Sprites and domestic spirits like Brownies

The Domestic Spirit aspect gets developed into the industrious, secretive, Brownie who stay unseen but are generally helpful. This folklore gets codified in books like The Borrowers (1952) and I think leads eventually the inventive, mechanically talented Tinker gnome of DnD.

The Nature Spirit aspect develops into your magical, nature-focussed Fey, using illusion and trickery. That folklore gets packaged into the Smurfs (1958) and similar fairy little folk. Which DnD developed into Forest Gnomes.

I agree that giving tinkering to goblins might be the easier solution albeit that I dont mind the Domestic/Wilderness split in gnome cultures unified around their innate curiosity/ That curiosity naturally leads to a cultural drive towards innovation and inventiveness as a means to overcome the challenges of being very small in a big world.
Moreover if Humans and Elfs can have a variety of cultures then why cant gnomes? Especially when you add in all the other gnomish creatures of DnD lore like Brownies, Buckawn, Xvarts and Jermlaines (Dragon 262)
 
Last edited:

log in or register to remove this ad

The Domestic Spirit aspect gets developed into the industrious, secretive, Brownie who stay unseen but are generally helpful. This folklore gets codified in books like The Borrowers (1952) and I think leads eventually the inventive, mechanically talented Tinker gnome of DnD.
I would connect this to Santa’s toymakers. Whilst usually referred to as elves, the current pop culture depiction closely resembles D&D tinker gnomes in both appearance and personality.
 


Yeah, I’ve noticed that, it’s a tension that has been around since 2nd edition at least. Really some people like the tinker gnome concept whist others are “get this MF Steampunk out of my MF D&D!”, and WotC trying to keep everyone happy.

If I had to pick a side, I would go for the tinkers. The nature lovers just aren’t distinctive enough.
I'm also on the tinker side, but I like tech in fantasy RPGs, and I'm a fan of both Dragonlance and Spelljammer.
 

There is a difference between being mechanically strong and being interesting.

The wisdom save advantage is only really good if you also have proficiency, which limits you to cleric, druid, wizard, paladin, warlock and monk to get the most from it. And the spells are only useful in that they are ones people tend not to pick up as class spells because they are so situational.
A barbarian would have advantage in all saves except con (which they're proficient with) playing a gnome for example. Advantage definitely helps. Sure, you can only roll as high as a 20 and if you have a low bonus that means your max is likely a 19, but that's still a good roll for almost the entire game so advantage is, well, advantageous.
 

Most of them don’t scale well at high level though.
I disagree. I think almost all will continue to be useful. Most take no action resources (a couple take a reaction), they're just a rider on something you'd already be doing. And while a d10 damage is less meaningful at higher levels, it's never not meaningful, and it's still a free rider, and as a roll it still multiplies on a crit. Teleport, prone, slow, damage reduction, these will all continue to be useful. Large Form is also highly useful for anyone grappling.
 

I disagree. I think almost all will continue to be useful. Most take no action resources (a couple take a reaction), they're just a rider on something you'd already be doing. And while a d10 damage is less meaningful at higher levels, it's never not meaningful, and it's still a free rider, and as a roll it still multiplies on a crit. Teleport, prone, slow, damage reduction, these will all continue to be useful. Large Form is also highly useful for anyone grappling.
The misty step copy is probably the best at high level. The damage riders are good if you have extra attacks or Eldritch Blast, the reaction is most likely overshadowed by a bunch of better things you could do instead.
 

A barbarian would have advantage in all saves except con (which they're proficient with) playing a gnome for example.

Yeah but...

Drawing Motivation GIF
 

Yeah, I’ve noticed that, it’s a tension that has been around since 2nd edition at least. Really some people like the tinker gnome concept whist others are “get this MF Steampunk out of my MF D&D!”, and WotC trying to keep everyone happy.

If I had to pick a side, I would go for the tinkers. The nature lovers just aren’t distinctive enough.

Same. Not the insane Krynn ones more FR Gondians.
 

Remove ads

Top